I have never played this game. You have never played this game. I'd be willing to wager that most of the users on this site have never played this game unless they were some high school-aged dork in 1982 that got creative with a fake ID to buy this game. This is a game in which its reputation precedes itself. It seems unfair to judge a game harshly even if one hasn't even played it, but this is not the case for this game. Custer's Revenge is notorious for arguably being the most controversial video game of all time. Unlike in the case of games like Grand Theft Auto, no one is defending this game's legacy.

You play as General Custer, a central figure in the American Indian Wars in the latter half of the 19th century. You walk around the desert plains of the wild west dodging arrows. Did I mention that Custer is naked? Being that it's an Atari game, he just looks like a peach-colored block of pixels with a cowboy hat, but I'm sure you all can use your imaginations. I don't think I have to tell you what the pixeled belt-area noodle is supposed to be. What's the objective? Well, there's another blob of pixels with a tanner color, a feathered headband, and some large protuberances from the mid-area leaning up against what I can only assume is a cactus. It turns out that the other blob of pixels is a naked Native American woman tied up against a cactus (...yay, I got it right) and the main objective is to rack up as many points as Custer by raping this woman while she's tied up while dodging arrows. Yeah, you read that correctly. This is a game where the only objective is to rape someone. What the fuck were they thinking?

Custer's Revenge is like the video game equivalent of Birth of a Nation. The only difference is that Birth of a Nation had a sense of spectacle and was a landmark film that many film historians still give credit to. This is just mindless, despicable smut. Decades later, having this game to top off your historic video game collection is like possessing Nazi regalia; you will have to make like Lucy and have some explaining to do. No one likes this game, and I mean absolutely no one. If Jack Thompson campaigned against this game back in the Atari era, every gamer would have just nodded their heads in agreement. Conservatives hate it because their children could've gotten a hold of it and it degrades someone that they consider to be an American hero. Liberals hate it because it celebrates rape culture and the white-centric power fantasy it displays. Gamers hate it because it's boring and makes our hobby look bad. It's almost beautiful how something so offensive and tasteless can bring all of these people together in perfect harmony which in turn is the only positive about this game.

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Attribution: https://erockreviews.blogspot.com/

Licensed games aren’t inherently bad in theory, but a certain context to these stigmatized titles gives them their heinous reputation in the gaming landscape. They already have the perk of familiarity, and the brands that the companies tend to pick from are ones recognized by children, their most impressionable demographic. This exploitative measure by the titans of industry is always seemingly a sure-fire recipe for success in their eyes. They think that recognizability will boost the base profits compared to a new, original IP and that children will be so enveloped in the comfort of interacting with their favorite media brand through gaming that they’ll neither notice nor care that they compromised on overall quality. These greedy bastards fail to consider that a child’s intelligence, especially concerning something they spend a fair margin of mental energy towards, is of higher critical capacity than the consumer zombies the industry perceives them as being. Because the gaming industry insists on faltering with licensed games to this day, churning them out half-baked has resulted in dire consequences. To highlight the serious effects of a poorly prepared licensed game, E.T. on the Atari 2600 was so atrocious that it's notorious for (allegedly) causing the video game crash of 1983. If Nintendo hadn’t resurrected the interest in gaming two years later, gaming would be deader than the dinosaurs and also just as antiquated. You’d think the industry would’ve learned a valuable lesson from the E.T. meteor whose impact almost rendered gaming extinct but like a junkie, they dip back into the drug that almost killed them on a daily basis and continue to flirt with disaster. As I previously stated, licensed games are not chained to the realm of mediocrity, despite how many rotten examples one could list to disprove my statement. If they’re given the same love and care as any one of gaming’s homegrown games with respect for the original source material, a licensed game can resonate with any gamer past the surface point of familiarity. Arguably, the first licensed game to shed a few pounds off of the negative weight of the licensed game breed is DuckTales for the NES.

I understand that DuckTales was a revered cartoon series in its day, an adaptation of a long-running comic book of the same name. I claim to only recognize this from a distant standpoint because the cartoon predates my existence by almost a decade and I’m not willing to immerse myself in the entirety of the cartoon’s three-season duration for the sake of research. Apparently, DuckTales revolves around pioneering Disney bigwig Donald Duck’s extended family but does not include the staple peer of Mickey Mouse in any capacity whatsoever. Instead, the focal character for this Donald Duck offshoot is his uncle Scrooge, the Scottish, anthropomorphized parallel to Ebeneezer Scrooge from the Disney adaptation of A Christmas Carol. He’s also accompanied by the colored duck triplets of Huey, Dewey, and Louie, as he’s taken legal guardianship of them. I do not know what the young girl duck’s relation is to Donald Duck or why she is helping Scrooge on his quest to travel the world and amass an abundance of treasure, but she will randomly appear as often as any of the boys in the levels. According to those who are older than me and who were fans of the cartoon series during its initial broadcast, the cast of characters along with the premise of Scrooge pillaging the world of its shiniest valuables in competition with his equally rapacious mallard rival, Flintheart Glomgold, proves that the developers certainly did their homework with the source material. I’m just going to have to trust them on that.

To assure that DuckTales wouldn’t sink into the cesspit with the rest of its maligned licensed game contemporaries, the development job was given to Capcom, one of the most well-regarded third-party video game developers of the NES era and even today. Half-assing a licensed game with Capcom at the helm was out of the question, for a lackluster release with their name printed on it would be detrimental to their stellar reputation. Even though I’m sure adapting a Western cartoon in the interactive medium was an alien prospect for the Japanese company, Capcom evidently made the wise choice to stick with what they excelled at. The following screen after selecting a difficulty option in the main menu that sees Scrooge sitting at a comically-sized computer will signal the first clear indication that Capcom crafted this game. Popularized by their iconic Mega Man series, the levels in DuckTales can be completed in a non-linear fashion (except for the African Mines which need to be unlocked with a key obtained from the Transylvania level listed above). The levels are an eclectic mix of fun, kooky themes as the ones from any Mega Man title, loosely inspired by the varied climates of real-world locations. The Amazon is a humid jungle where Scrooge channels his inner Pitfall Harry swinging on green vines, Transylvania is the interior of a gothic Eastern European palace akin to Castlevania, the African Mines are rich with healthy, brown soil, and the lofty elevation of the Himalayas makes for an appropriate snow level. Lastly (or so if the player chooses), the celestial outskirts of The Moon are pure, 8-bit bliss in every sense. What seems to meld these levels together in some sort of thematic cohesion is the fact that these areas are infamous for allegedly housing unspeakable fortunes in their deep catacombs, and most of the intrepid excavators have perished in their attempts to find it. Scrooge is obviously too foolishly covetous to heed the warning.

Besides the excellent presentation and diverse level themes, the true magic of the levels in DuckTales is how surprisingly rich their designs are. Upon selecting The Amazon as the first level to at least attempt, entering a cavern and ascending back to the surface after evading some hanging spiders eventually came around full circle back to the underground entrance. I was genuinely confused, for most 2D platformers of the pixelated eras tend to trek the player down linear pathways with the primary caveat of surviving the enemies placed as deadly obstacles along the way. Any alternate routes provided to the player ultimately lead to the same destination. The levels in DuckTales are far too small to justify offering a map, but their intricacies still interest me in seeing it charted out with some semblance of gaming cartography. Transylvania plays with the surreal sublimeness of mirrors as a means of teleportation around the castle, while Scrooge must retreat back from the straight path on the Moon and return with a gadget that blows away a rather obtrusive piece of the orbital rock to kingdom come. The game will also reward the player charitably for discovering hidden passageways with additional diamonds and health items. As for my awkward scrape in the Amazon, climbing up one of the vines instead of swinging on them as my gaming experience trained me to do brought me back on track. The extent of labyrinthian level design here in DuckTales wasn’t even a pervasive trend with gaming’s original 2D platformer properties.

Another reason why providing a map in DuckTales would be unnecessary is that the player will ideally become familiar with the layout of the levels organically through repeated visitations. Still, I wouldn’t classify DuckTales as an example of the typically onerous “NES hard” label. If games like Ninja Gaiden and Contra are diamonds, DuckTales is a firm Zircon. It would probably alarm many to learn that DuckTales provides zero continues after the player exhausts all three of their lives, a rather steep disciplinary tactic for the game to implement. However, I’m not clamoring for a password system because DuckTales balances the austerity of a typical NES game with plenty of perks to avert one’s untimely fate. Ice Cream and cake literally rain down from the sky to heal Scrooge, a diabetic’s nightmare coming to life that relieves the Scottish duck of his wounds he cannot afford not to subside. Because health items are constantly generated by what is practically divine intervention, DuckTales is perfectly accommodating to stave off the strict penalties of failure.

Even with health items stocked aplenty, this aspect of the game design in DuckTales does not guarantee that the player will easily skate through the game. One finicky facet of DuckTales is the controls. Despite his advanced age, Scrooge manages to compete with all the other platforming characters competently in terms of mobility. In fact, Scrooge’s pogo technique where he hops on enemies from above with his cane was such a distinctive ability for a platformer character that Scrooge could patent the maneuver and reap royalties from all future games that would ape it. Knowing Scrooge, he’d do it in a heartbeat. What a character that is obviously spry and nimble needs a walking cane in the first place is a mystery to me, but I digress. While pogoing off of enemies is a unique thrill, the issue is that it is Scrooge’s only means of offense. Scrooge cannot bat his fine piece of woodworking anyway but downward in the air. Boulders and other debris can be swung upward like Scrooge is swinging a golf club to hit enemies from afar, but these are only in convenient circumstances when the game provides such supplementary objects. Being restricted to the pogo move in most scenarios makes for awkward encounters with a good handful of enemies, getting damaged unfairly when all Scrooge needs is the ability to swipe his cane like a sword.

Fortunately, all of the bosses in DuckTales are accommodating to Scrooge’s offensive restrictions. At the end of each level, fighting a boss will earn Scrooge the primary treasure. Because each of the bosses, ranging from the yeti to the giant rabid rat, leave themselves vulnerable by halting momentum after hopping around, they should be dispatched easily. Unfortunately, the consistent ease of boss battles extends to the final one against Duckula and Glomgold. My dissatisfaction stems from the second portion where Glumgold reveals himself and Scrooge has to race him to the “ultimate treasure” on top of a towering column because all Scrooge has to do is touch it and the game is complete. While we’re on the subject, the entire final section after completing all of the levels in DuckTales is quite underwhelming. A message from Glomgold states that if Scrooge wants the treasures back, he’ll have to return to Transylvania, catapulting Scrooge back to the Gothic manor. I assumed that the final boss and level were a completionist bonus and that I overlooked some sort of hidden artifact that unlocks the route to the game’s true ending. Instead, the last section is sincerely just traveling through Transylvania once again without any alterations whatsoever. Referencing Mega Man again, Capcom is the king of crafting fittingly epic final levels in their games, but DuckTales managed to falter nonetheless. A stressed development time could be the culprit, perhaps.

DuckTales isn’t merely a rare example of a licensed game that succeeded. DuckTales is one of the shining examples of a 2D platformer game that cements the legacy of Nintendo’s first foray into the console market. Does it still exhibit some unflattering jaggedness associated with this early pixelated era of gaming? It certainly does but to its credit, all of the highly regarded original IPs of the time are just as guilty. While on equal par with the other NES classics on its negative aspects, what makes DuckTales stand out above its peers with more gaming credibility is its exquisite level design and its tasteful approach to the difficulty that numerous NES games struggle with. A plethora of fresh mechanics that DuckTales helped popularize changed the course of gaming for the duration of the sidescroller generations, and the fact that these innovations came from a licensed game is truly a marvel to behold.

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Attribution: https://erockreviews.blogspot.com

My mission regarding my playthrough of Castlevania: Circle of the Moon was to ascertain why this game garners a considerable amount of ire from fans of the franchise. The initial impression I had was that classic Castlevania fans were dogpiling on the game because it solidified the Metroidvania direction that Symphony of the Night established to colossal critical acclaim, leaving the foundation of the traditional 2D platformer that made the series a contender for pixelated greatness condemned indefinitely. Then I had to remind myself that this dissension between the two Castlevania eras is a feud I fabricated in my head, as all fans of the series love Symphony of the Night. My next consideration was that while Circle of the Moon is a successor to Symphony of the Night, it disappointingly did not surpass its Metroidvania mold. However, this was not due to everyone’s high expectations. Circle of the Moon was developed for the Game Boy Advance as a launch title for the last handheld system that branded the Game Boy name. If the Castlevania games on the original Game Boy are any indication, the gothic games sacrificed a heaping load of quality for the sake of mobility, seemingly more so than any NES series that offered a few games on the go. I wondered if a mobile version of Metroidvania Castlevania would suffer due to the downgraded system capabilities and upon playing it, I hit a bullseye as to where the scorn for this game stems from. However, because of my discovery, I do not support the contempt for this game wholeheartedly.

Castlevania’s timeline is as scatterbrained as some of the series over at Nintendo, but I’m at least granting it a smidge of credibility due to Castlevania planting new characters across the century-spanning lore as opposed to the same character in Metroid and a reincarnated form in Zelda. As far as Castlevania is concerned, Circle of the Moon takes place in modern times during the industrial era, almost as close as when Bloodlines set itself in the same century as when it was released (misleading, but technically true). Circle of the Moon’s dashing Van Helsing protagonist is neither a Belmont nor Alucard waking up from yet another one-hundred-year dirt slumber to take down his dear old dad once again. The silver-haired Nathan Graves and his chum Hugh Baldwin are trekking through the cobweb-covered corridors of Dracula’s estate, for Nathan’s guru in the profession of vampire slaying, and Hugh’s father, Morris Baldwin, is about to be sacrificed to the vampiric lord to reinvigorate his foreboding power to its full extent. The duo also have to contend with Dracula zealot Camilla who resurrected the count and is working the operations of his grand return. Unfortunately, after falling for what feels like fathoms below the estate’s entrance, Hugh diverges from Nathan and leaves Mr. Graves on his lonesome to search for their seasoned sensei. Did the previous Castlevania titles introduce the premise with this much character exposition, or is this a new development to signify how the series has progressed? The player gets a better understanding of what is occurring better than scrolling text, that’s for sure. I’d also like to add that there is no cheesy voice acting thanks to the GBA’s relatively primitive nature as a handheld, so everyone can at least approach the text dialogue with a hint of sincerity.

Once Nathan finds himself under the floorboards of Dracula’s foyer, he never really hoists himself back up to the surface to correct his error. Naturally, Circle of the Moon is still a Metroidvania that administers the procedural design philosophy we expect of it. However, the grand breadth of Dracula’s castle that the genre fostered in Symphony of the Night isn’t exuded here. Sure, pressing the designated map button to look at Circle of the Moon’s layout will conjure up comparisons to Symphony, but actually excavating through the interior will convey that our prince of darkness is in another castle. Circle of the Moon’s castle is a dingy depiction of Dracula’s manor, and this isn’t only due to the fact that the GBA couldn’t compete with the pixelated graphical fidelity of the original PlayStation. Every corner of Circle of the Moon’s estate is comparatively minimal to what Symphony offered in terms of its visuals. Backgrounds are no longer detailed with lavish, ornate decorations that exude an aura of opulence. The color gradience of the foregrounds also tends to blend in with that of its immediate surroundings, an aesthetic choice that deviates from what made even the earliest Castlevania games on the NES striking. Circle of the Moon’s presentation is very matter-of-fact, which shrinks the scope of the overall objective. Take a drink every time you come across a new section of the castle that begins with an “underground” descriptor, which should imply that the areas are relatively restrained by their geographical submersion. Even the outdoor sections on the other vertical end of the spectrum are compact as courtyards instead of rooftop attics that span the perimeter of the castle. All in all, the Metroidvania map and the askew linearity that comes with it are not tainted by Circle of the Moon’s direction. Still, it obviously lacks the panache that gave Symphony its allure.

One could argue that a claustrophobic Castlevania map is an attempt to complement the Metroid half of the genre’s portmanteau, emulating the choking tension exuding from Nintendo’s sci-fi series. While this theory is entirely up to speculation, an overt attempt Circle of the Moon takes to recall another game is reverting to its own roots. While Nathan Graves shares no lineage to the iconic Belmont clan, you’d sure as hell be fooled by his moveset. Circle of the Moon reverts to the vampire-slaying weapons found in the classic, traditional 2D platformer Castlevania titles. Nathan cracks his whip with the same pent-up hesitation as Simon and Richter once did, and all of the subweapons such as the holy water, daggers, and axes are accounted for as well. Perhaps Nathan read up on the historical achievements of the Belmont clan and deduced that their arsenal was the most effective roulette of tools to use against the throngs of the uncleansed. His assumptions proved correct, as the sub-weapons tend to dish out a heaping load of damage to the enemies, especially the boomerang crosses. Good thing the hearts have also been reverted to ammunition because the subweapons are lifesavers. Still, I wish Circle of the Moon hadn’t digressed to the stiff controls of the classic Castlevania titles. This isn’t an issue on a fundamental level, but complications arise when Nathan executes any of the special moves that unlock obscured areas of the castle. Trying to run by pressing either directional button twice was especially finicky. Hopping from a wall to a platform above or to the other adjacent surface was always a rigid stunt, and catapulting Nathan about a hectometer straight in the air always had the potential for disaster. When the Metroidvania features complicate the 2D platformer base, the Castlevania stiffness is less forgivable on any console that succeeds the NES.

Of course, the items of old are organized like Symphony’s RPG menu, complimenting the methodical gameplay of the Metroidvania game. Hearts of varying amounts can be replenished from the pickups, and the roasts that heal Nathan have to be selected from this menu whenever Nathan is in a pinch. One new feature that is arguably Circle of the Moon’s main point of innovation that is also organized in this menu is the card system. On rare occurrences when defeating an enemy, they will leave behind a card whose description will be detailed in a subsection of the menu. One row of these cards features Roman Gods/planets of the solar system while the bottom row all have serpents and chimera creatures from ancient mythology. Selecting a combination of one card from both rows will ignite a fusion of special properties that are triggered by the left bumper on the GBA. The combination can either accentuate the whip’s offense or boost Nathan’s defense, which can be applied for seemingly an inexhaustible period. However, the real coup de grace involving the cards is the spells they can create. Similarly to Rondo of Blood, executing the spells with a button combination will unleash a fury of vengeance that eclipses the entire screen and decimates in the vicinity, provided the player has enough magic to execute the maneuver. While the prospect of such devastation is enchanting, only a few of the card combinations will allow the ability to cast a spell, and the button combinations needed to pull them off are just as finicky as the basic controls. Still, it’s a pleasant sight seeing a feature return that has surprisingly only been implemented once across the series thus far, and having it coincide with a whole new system gives the player more incentive to seek out more than the game offers outside of standard progression.

I recommended abusing the power of the cards because if there is one thing that Circle of the Moon borrows from the classic Castlevania games, it's the difficulty. Holy jumping Jesus, is Circle of the Moon a bitch on the ol’ patience threshold. Nathan isn’t epically restrained by his mortal status as a human being instead of an androgynous, quasi-immortal creature from gothic folklore. All the same, I wish that Alucard could intervene and maybe transfer his undead abilities to Nathan via a toothy neck peck so he could evade all of the obstacles surrounding him. It’s not as if the enemies in Circle of the Moon are any less deadly than those in Symphony. The problem stems from the spacious placings of the save rooms, which are few and far between in this castle. Uncovering an uncharted area does not mean that the player will soon mark their discovery with the save function like it did with the abundance of these rooms found in Symphony. The save rooms also tend not to be in a close shot of any of the boss arenas, which are the crux of crushing the player. Cerberus, the very first boss, is erratic and unpredictable, and any contact with the three-headed wolf is imminent considering his gigantic size and ferociousness. Biblical goat demon Adramelech overwhelms the player with poison bubbles that litter the field, and the GBA screen can barely fit both the heads of the colossal Twin Dragons. Both Death and the encounter with narrative-centered Camilla tease the player’s supposed victory with a second phase. It’s so disheartening defeating these monsters with a microscopic sliver of health left only to perish by the slight rubbing of a projectile skeleton bone and reverting back to before the bosses were conquered, something that happened one too many times for comfort. Nathan also isn’t inherently impeded by the whip, but another reason why Symphony was a comparative walk in the park is that Alucard could always swap his blade for a stronger one if the player kept up with finding loot. Because Nathan is restricted to one weapon, his ease with these bosses is contingent on his level, which, of course, unfortunately, involves a grinding session or two to survive.

Because all of the bosses before him made me pant and wheeze like an elderly dog, I was absolutely dreading Dracula’s encounter that I knew would wrap up Circle of the Moon. After literally knocking some sense into Hugh, the key behind him unlocks the sealed door where Nathan falls, in the beginning, to finally face Dracula. What I didn’t expect was that his first phase would be a breeze, almost a complete joke. However, considering this is the first Castlevania game that allows the player to prepare even further, I knew the others would wipe the smug grin off of my face immediately, In a haze of dark surrealism, Dracula sheds his cape and reveals his final form: a bulky purple beast with what resembles the Xenomorphs from Alien as his intimidating flair. His first phase here features flame spread that can be dodged easily, but I’m pretty certain the meteors that rain down from the heavens are totally unavoidable. His second phase pushed my patience to its absolute limit because I could only hit the traveling eyeball core at scant opportunities because of his fucking bat entourage that is always guarding him. Drain that magic meter with spells like with the urgency of someone having a gun pointed at your head. After this grueling fight that took me over ten minutes on my one successful attempt, I’ll be seeing bats attacking me like an alcoholic experiencing symptoms of withdrawal.

I think Circle of the Moon was designed for the classic Castlevania fan who felt forsaken by Symphony of the Night and its radical deviation from the early format in favor of a Metroidvania experience. Konami wasn’t apologizing for launching the series in a new direction, and Circle of the Moon is their attempt to compromise. In execution, however, the reason why Circle of the Moon isn’t a lauded title in the series is that it isn’t all that exceptional on either front. It’s too difficult and less RPG-based for fans of Symphony, and the GBA hardware dilutes the Metroidvania elements that classic Castlevania fans already didn’t care for. However, despite times when I wanted to thrust a cross through my console out of pure frustration, I thoroughly enjoyed my Circle of the Moon experience. My one gripe with Symphony despite it being my favorite game in the franchise is that it was missing some of the attributes that I liked from the typical 2D platformers, and this game translated the weapons from those games fluidly. Hell, maybe I experienced a nostalgic sensation from being constricted to the crooked controls and bludgeoned by the bosses as the classic series once did to me. Mark Circle of the Moon down as an example of an acquired taste in the Castlevania series.

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Attribution: https://erockreviews.blogspot.com

As impactful as Super Mario 64 was to the then-prevalent 3D platformer genre, I’m not sure the game can take all of the credit for being the genre’s sole primary influence. I always bestow the plumber’s landmark 3D debut with a considerable amount of veneration, for Nintendo’s efforts in remodeling Mario for the cutting-edge next polygonal phase of gaming created an entirely original experience that set the stage for a radical new realm of possibilities. While Super Mario 64 was the game that pioneered the non-linear, explorative “collectathon” 3D platformer subgenre, its indelible mark on the era obviously echoed to several other games of the same ilk to follow its example. Being the building blocks of a genre sort of connotes that your disciples expand upon your foundation instead of contently resting at ground zero. Also, Super Mario 64 set an unintentional implication in that the pervasive platformer genre could only survive in the third dimension with this direction. Mario, the de facto king of the genre, seemingly had to forgo his standard, linear roots so drastically in Super Mario 64, so this meant that all other platformer icons new and old had to assimilate to the change or perish. With both its rudimentary footing and massive impact in consideration, one of Super Mario 64’s many offsprings had to have the potential to outclass its progenitor. The game that would truly innovate on what Super Mario 64 established was a new IP from the British then-Nintendo subsidiary developer Rare in the form of Banjo Kazooie. One of the reasons I revere Super Mario 64 despite its vestigial framework is because it's the godfather of every game that I grew up with in the subsequent generation. However, while this is still true, it seems like Banjo-Kazooie has a more clear and more direct line with my cherished video games from childhood on the 3D platformer family tree. Also, my praise for Banjo-Kazooie ascends past the reasonable level of respect I give to its fellow N64 linchpin Super Mario 64, for Banjo-Kazooie is still a solid rock of a 3D platformer whose quality has not been weathered by time.

It’s amusing to see how a British developer attempts to encapsulate the magic of Mario, and I’m not only referring to the mechanics of the “collectathon” subgenre. Mario’s peerless high ranking in the echelons of gaming can be attested to his wide accessibility in his presentation. Mario captures that spectacle of Japanese whimsy that is neither too immature nor off-puttingly bizarre, sort of in the same vein as the successful fellow Japanese animation corporation Studio Ghibli. The tasteful balance on display is probably indicative of a country that has both a storied mythical lore and an inordinate amount of nuclear radiation exposure than the rest of the world. The Western world might be beguiled by Mario’s foreign charm, but can they tangibly translate their wonder into something original? Banjo-Kazooie’s Western interpretation of Mario’s aesthetic is to emphasize the wacky animated aspects of the plumber’s world. I guess our Western equivalent to Mario’s mirthfulness is our cartoons. Banjo-Kazooie’s presentation is not overtly British like one of Terry Gilliam’s illustrations from a Monty Python skit (though that would be super cool). Rather, Banjo Kazooie conveys that animation drawn for a broad demographic west of the prime meridian tends to feature exaggerated physical proportions and anthropomorphic animals as central characters. Banjo-Kazooie is brimming with archetypal Western cartoon attributes, given that the game’s protagonist is a bipedal bear and every enemy, from the hopping vegetables to the tombstones, all have a pair of goofy-looking googly eyes to signify their sentience. Because of how cartoonish the aesthetic is, Banjo-Kazooie resembles a product catered towards a younger audience. Unfortunately, it’s not as accessible as Mario's because the overall tone might come across as too juvenile for some adolescent/adult gamers. The hints of toilet humor also probably do not help its case. Still, the appeal of Banjo Kazooie is apparent due to how dynamically lighthearted everything is, like an old Mickey Mouse cartoon. Doubling down on the innocuous elements from accessible forms of Western media is probably the most inspired decision from the developers regarding the game’s presentation.

One of the pervasive childlike elements of Banjo-Kazooie is its fairy tale plot premise, a staple of mythology. Gruntilda, a prototypical depiction of a nasty, evil witch from the most famous of Grimm’s classic stories, is performing the usual duties of this age-old archetype of toiling and troubling over her bubbling cauldron. The clairvoyant wisdom she seeks from her boiling pot is whether or not she’s the “nicest looking wench” in the land, and is offended at the cauldron’s candid response telling her that she isn’t. Why someone who revels in being obstinately filthy and grotesque like a kid-friendly version of Divine would care if she satisfies traditional beauty standards is beyond me, but I digress. The “fairest maiden” to be found is Tooty, a young female bear with blonde pigtails who conveniently lives in a comfy little home situated down the hill from Grundtilda’s domain. I guess the radius of beauty the cauldron can assess is confined by the same zip code. Gruntilda’s solution to being outshined by some neighborhood child is to abduct her and initiate a procedure where their matter will be swapped, as Gruntilda will receive all of Tooty’s beautiful attributes while Tooty becomes as beastly as Gruntilda. Tooty is also Banjo’s younger sister, so he’s naturally inclined to stop this horrendous experiment before his sister is doomed to look like a green warthog. Not only do fairy tales often present a heinous witch complete with a tall black hat and a broomstick as a common antagonist, but the old versus young parallel between women is a prevalent theme across some notable examples (Snow White, Sleeping Beauty). Banjo-Kazooie prevents itself from the puerile trappings of its fairy tale influences by subverting this plot premise with slight parody, like Shrek would succeed in doing a few years later. Pop culture references to both Frankenstein and The Fly are clearly seen in the game’s “game over” sequence where her hunchback lab assistant Klungo throws the switch to energize two opposite matter machines with Tooty and Gruntilda enclosed. While Banjo Kazooie still exudes a childish aura, tongue-in-cheek jabs at fairy tale tropes keep it from feeling infantile.

Banjo the character actually debuted in Diddy Kong Racing the year prior in Rare’s lineup of original cute and cuddly playable characters that meshed well alongside Nintendo’s petite, baseball cap-wearing chimp (if only Conker’s inclusion here hasn’t aged like sour milk). Out of all of these characters to greenlight into a new IP, why choose Banjo over say, Bumper the Badger or Tipsy the Mouse? Timber the Tiger arguably even had more mascot potential, as his baseball cap with the Rare insignia mirrored Diddy’s Nintendo cap. Is it due to his relatively higher strength build, or does the necklace, pants, and backpack combination make him more visually enticing than the other character with one distinctive feature? Truth be told, I’m not all too certain why Banjo ascended past a two-bit supporting role among the Diddy Kong Racing roster while all the others (except for Conker) continued to wallow in obscurity. This is especially curious considering Kazooie does most of the legwork (almost literally). The second half of the game’s hyphenated title did not exist during Banjo’s humble beginnings as a cart driver, as she was introduced by Rare to accompany Banjo on his debut platforming adventure. The brightly-colored bird of unknown species resides in Banjo’s backpack as stationary as if she’s on house arrest, and Banjo better hope she’s actually fused to his blue accessory because he’d be hopeless without her.

Banjo and Kazooie have an interesting character dynamic in that the mechanics of both characters are consistently utilized in tandem with one another, used by a single player. Banjo is obviously the primary kinetic force in their partnership as he lugs Kazooie in his backpack. His primary role as the leg muscle also extends to his arms as the game’s basic combat, as the bear will knock enemies around with a barrage of left and right hooks and roll into enemies with the force of his entire body while moving. Disappointingly enough, punches from a bear aren’t as furious and deadly as one would expect because Banjo’s arms seem as short as a T-Rex’s. The rolling move feels more fluid and ensures a more accurate hit, but its trajectory is still rather stilted. Kazooie’s pecking move when Banjo jumps in the air compensates for the bear’s pitiful range, and the direction can be changed in a few seconds when both are in mid-air. Kazooie must have some penguin DNA in her genetic mix because her wings wade beneath the water while Banjo just doggy paddles on the surface. Actually, Kazooie’s swimming indicates that she’s not an aquatic bird because the underwater controls are appallingly rigid. Yet, Kazooie’s willingness to carry Banjo through the adventure forces her to perform tasks outside of her comfort zone. Banjo’s bespectacled mole friend Bottles pops out of his arrangement of molehills to teach Kazooie certain skills to really overload Kazooie’s workload. On the offensive side, Kazooie will tug on Banjo’s backpack to execute a body slam similar to Mario’s ass stomp to press buttons and such. A specific combination of the crouch move will trigger a number of Kazooie’s special techniques, namely Kazooie spurting out baby blue eggs out of her mouth and cloaca (ew) as projectile attacks. The “Talon Trot” sees Kazooie shifting the mobile roles as she carries Banjo on her back instead. With the stronger adhesive strength of her talons sticking to steep, angled inclines, increased running speed, and limitless usage, it seems like Banjo could simply lie on his lazy ass the whole time doing nothing. Two different types of pads will appear to launch Banjo upward, with the green pads giving his jump an exorbitant boost and the red pads as a launch point for Kazooie to soar through the skies until the red feather ammunition is fully depleted. Must I further highlight why Kazooie probably should’ve gotten first billing in the game’s title?

Banjo and Kazooie’s simultaneous dynamic isn’t only limited to how they interact on the field. For a video game genre that usually doesn’t offer much dialogue or characterization, both Banjo and Kazooie are quite loquacious, along with the rest of their world. The dialogue in Banjo Kazooie is displayed with scrolling text in a speech bubble with a character icon on the far side. Speech is not enunciated by any characters: rather; vocal inflections are expressed through warbles that have a distinctive cadence per character. If you come across any lighthearted game with cartoony graphics that has this type of gibberish voice-acting style, Banjo-Kazooie is the game that popularized it (but don’t quote me on that). When interacting with NPCs, Banjo and Kazooie act as character foils. Banjo is a well-meaning dope that approaches people and situations very matter-of-factly, while Kazooie is shockingly caustic. Another reason why Banjo better pray that Kazooie is stuck to the inside of his backpack with superglue is that the bird has an acid tongue; a biting insult for every NPC she comes across, and one NPC might lash out by taking her by her bird neck and throttle her. Nevertheless, Banjo’s good cop, bad cop routine with his backpack bird gives them a wonderful personal chemistry. Some notable NPCs that Kazooie often gives a harsh tongue-lashing to are the aforementioned Bottles, Banjo’s mild-mannered mole friend who somehow knows more about Kazooie’s physical dexterity than she does. Mumbo Jumbo is a slightly racist depiction of an African witch doctor who owns a few small hut properties across many of the game’s levels that resemble his golden skull mask. Other miscellaneous NPCs that Banjo isn’t as chummy with are the hapless camel Gobi, the covetous Conga the Ape, and the blubbering hippo commander of the “Salty Hippo” sea ship aptly named Captain Blubber, to name a few. Compared to the litany of cookie-cutter Toads that Mario speaks to in Super Mario 64, Banjo-Kazooie’s cast of secondary characters is amazingly eclectic.

Banjo-Kazooie isn’t a lengthy 3D platformer that swells the number of collectibles to prolong the experience. In fact, the total number of levels the game offers is significantly less than that of Super Mario 64. Though Banjo-Kazooie’s content lacks the quantity present in its influence, the game more than compensates with the quality of the levels. What impresses me about Banjo-Kazooie’s environments is their sheer immensity. As twee and jovial as Banjo’s world seems from an aesthetic standpoint, something about the way the game displays it exudes a crushing feeling. Immediately, this foreboding aura seems prevalent in Banjo’s hub. After the tutorial section of the grassy Spiral Mountain in Banjo’s backyard, the duration of the game is centered around the confines of Gruntilda’s Lair. The interior of Grundtilda’s wicked visage molded from the rocky cliffs of Spiral Mountain is as voluminous as the recesses of a dank underground cavern. Rescuing Tooty is a steep vertical climb up to the lair’s apex where the experiment is being conducted, and Banjo must progressively piece together every floor of Gruntilda’s Lair on his upward journey (literally). Gruntilda’s Lair is the antithesis of what I’ve always claimed to be an effective hub world, which is a modest place of respite between all of the levels where the call to action is heightened. Gruntilda’s Lair acting as the game’s centerpiece is almost like cutting out the middleman of the Peach’s Castle hub in Super Mario 64 and storming Bowser’s Castle immediately in the most glacial rescue operation ever executed. Gruntilda’s goons roam around on every floor and the witch’s omniscient presence is always felt, and that’s only partly due to her taunting Banjo and his bird with her AB rhyme schemes over some sort of intercom system. However, I’m willing to give Gruntilda’s Lair a pass as the enemy encounters are very slight and the enclosure of the spacious walls feels as tight as Fort Knox while inside them. The oppressive aura mood doesn’t stem from a notion of danger, but how small and insignificant Banjo looks juxtaposed with the massive walls surrounding him. Also, I must commend Gruntilda’s Lair for taking the hub format of Super Mario 64 and streamlining the non-linear hub to a constant vertical incline because progression feels more satisfying. I just wish Banjo wasn’t forced to start from square one every time the player exits the game, with the few teleportation cauldrons withstanding.

As to be expected, Banjo-Kazooie’s levels that protrude from the hub are a varied bunch that curates a wide selection of typical platformer level motifs. Every base is fully covered, ranging from a beach level, snow level, spooky level, etc. However, I did state before that Banjo-Kazooie’s levels were richer in substance despite the marginal number of them, and also that they follow suit on the hub’s expansiveness. Despite the seemingly standard levels, the developers have added some deeper thematic flair that transcends their base motif. For example, Treasure Trove Cove, the beach level, is plastered with pirate imagery, including an immobile ship at its center along with several silly-looking treasure chest beasts with goodies inside them. The winter wonderland of Freezeezy Peak uses the time of year associated with the season to engulf the level of Christmas cheer, something only a Western developer could fully epitomize due to living in a culture that actually celebrates the holiday as opposed to Japan observing it as outsiders. I suppose the same could be said for Halloween formulating the inspiration behind Mad Monster Mansion, but the specific elements of horror associated with that holiday were always less solidified.
One level that takes a typical level motif in a wild direction is Clanker’s Cavern. I think this is Rare tackling a sewer level, but all of the properties usually found in those terrains are only slightly recognizable. Maybe I was distracted by Clanker, the metallic shark floating in the center of the level in a pool of filthy backwashed water massive enough to fit the shark’s titanic, steamboat stature. Besides his size, Clanker’s also a great unsubtle eyesore because he looks like hell. The beastly machine has rusted over in the years he’s served as Gruntilda’s garbage disposal, with his murky eyeballs bulging out of his skull and a shockingly graphic fissure of pulpy, red flesh near the base of his left fin. He lives a fate that I wouldn’t wish on my worst enemy, but the arena where he’s condemned to live out his days is still a monumental stride in 3D-level design due to its upscaled breadth. Enclosed areas will be found per level such as the pyramids of the Gobi Valley, the interior quarters of the ship in Rusty Bucket Bay, and the pink, veiny insides of Clanker’s decaying body, and they are exciting to excavate upon uncovering them and present layers of depth in the level design. My favorite level in the game that combines an interesting theme alongside a breathtaking scope is Click Clock Wood. The entrance of the level acts as a foyer connecting four paths each represented by a season. The wooded area with a towering tree trunk at the center shares the same layout behind each door, but the aesthetic of the level is affected by the weather conditions of each subsequent equinox. From the beginning of the rainy budding of Spring, then the baked warmth of Summer, to the auburn glow of Autumn, and finally the desolate chill of winter, I was stunned to feel a slight sting of sentimentalism at the end of the cycle. The many overarching tasks throughout each season also add to the profound depth of the area’s level progression. What Rare managed to execute here is truly astonishing.

The word I’d use to describe Banjo-Kazooie’s overall design philosophy is conspicuous. Already, the word can be used to define the way in which the levels are depicted because every angle of the spacious playgrounds enlarges the player’s range of sight. Besides enrapturing the player with a broad spectacle, crafting each level with a wide range of sight in mind is perfect for the loose exploration parameters of each level. The proverbial boot that kicked Mario out of every level upon either succeeding or failing in Super Mario 64 is completely discarded in Banjo-Kazooie. Obtaining a “jiggy” piece, the main collectible that unlocks new levels in the hub by fitting them in an unfinished jigsaw puzzle of the area, will never hastily eject the player back into the hub. I’m glad that Rare remedied Nintendo’s awkward mistake here, for it's a much more sensible approach to the collectathon format. Because the player is free to explore each area without the boot-out system in place, every objective is of equal precedence, which is why allowing the player to scope them out easily while exploring is imperative. When the player comes across a point of interest on the map, the game frames the scenario clearly enough to signal that a Jiggy could be earned here. Objectives to claim Jiggies are incredibly varied, ranging from puzzle minigames, fighting hordes of enemies, races, platforming challenges, etc. The diversity on display here assures that each Jiggy task will be somewhat unique and never tire the player with repetitive tedium. One highlight task seen throughout the game is transforming Banjo’s body into another animal or creature with the help of Mumbo’s voodoo powers. Playing as a termite, alligator, walrus, pumpkin, and bee doesn’t allow Banjo to execute the same physical feats compared to when Kazooie is strapped to his back, but playing as these funny forms for a short period does enough to diversify the gameplay even more.

To make Mumbo flick his wand and say the magic words, Banjo first needs to collect enough silver, skull-shaped tokens to satisfy the pygmy magician. Not to worry, for these tokens are as prominent as the Jiggy pieces. The other collectibles such as the candy-coated, multicolored Jingo creatures and the honeycomb pieces that increase Banjo’s maximum health are a tad more unobtrusive, but never to the extent where the player will ever experience a stress-induced aneurysm trying to scope them out. The game’s secondary collectible, the golden music notes, are strewn around the level so abundantly that they’re almost like currency. I had hoped that the developers would have treated them as a form of currency because the ones the player collects respawn in the same spots if the player dies. Doing a thorough examination of a level’s layout while the land is fresh is one thing, but performing the same trek to regain these sonorous half-notes is incredibly grating. I wouldn’t mind so much if the notes weren’t necessary to proceed through Gruntilda’s Lair, and the quantity needed gets pretty stiff near the end of the game. It’s the one collectathon aspect in the game that the developers neglected to carefully consider.

The player will have to meticulously scrounge through every nook and cranny in the game anyways to prepare for the final battle against Gruntilda. This is not only because doors locked behind substantially high music note numbers are the only means of replenishing ammunition, but because of what occurs before it. Before Banjo can confront the foul face of Gruntilda up close and personal, the sickly-colored stereotype stalls him and Kazooie with a little game. And by little game, I mean Trivial Pursuit from hell. “Grunty’s Furnace Fun” tests the player’s knowledge of everything in the game, including level layouts, music cues, voices, and odd tidbits about Gruntilda that her good witch counterpart informs Banjo of in many instances. Banjo also revisits old minigames with an added timer for a steeper challenge. This array of questions delves into information so obscure that it's sadistic. Did you not know the percentage of fecal matter in the waters of Bubblegloop Swamp, or were you unable to decipher Mumbo Mountain by a picture of its grass? Into the fiery drink you go, you idiot! The pathway of panels to the other side where Gruntilda is as long as the Brooklyn Bridge, and the margins of error are incredibly strict. A few panels immediately launch Banjo to his death, sending him back to square one. I understand that this kind of inanity is in character for Gruntilda, but forcing the player to endure this seems like a contemptuous slight from the developers. They knew this wouldn’t be fun for anyone. Fortunately, the game offers a proper final boss fight with Gruntilda that utilizes all of the player’s physical prowess in an epic fight at the peak of her lair. Weirdly enough, the credits will roll after the game show portion to dupe the player into thinking they finished the game beforehand. I think offering the real final fight as a reward for collecting all the Jiggies would’ve been a better incentive, and what they decided to do here is rather obtuse.

If Super Mario 64 is the grandfather of the 3D platformer, then Banjo-Kazooie is the father figure for all other games in the subgenre that followed. Being younger than Mario’s 3D debut allows Banjo-Kazooie to use its mistakes as a reference, and Banjo-Kazooie rectifies all that Mario established with the same collectathon ethos intact. Banjo-Kazooie is bigger, more free-flowing, more ambitious, and more involved in its collectathon gameplay mechanics than Super Mario 64 could possibly have ever hoped for. No wonder why every platformer that I grew up with took notice and borrowed so much from Banjo-Kazooie to the point where Super Mario 64 seemed like the obsolete model. Check mate, Mario. You’ve been bested by a bear and his bird.

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Attribution: https://erockreviews.blogspot.com

This review contains spoilers

Metal Gear Solid: a video game that is a science-fiction work more philosophical and convoluted than The Matrix, more anxiety-ridden with the looming milestone of the 21st century than Radiohead’s OK Computer, and more wrought with paranoia regarding government conspiracies than portly American filmmaker Michael Moore. It’s also considered a landmark mark title for the medium of video games. Its launch year of 1998 had some steep competition. Banjo-Kazooie nearly perfected the 3D platforming formula established by Super Mario 64, Half-Life provided stark innovation for the single-player first-person shooter experience, and The Legend of Zelda: Ocarina of Time translated the elements of The Legend of Zelda so remarkably that it was quickly considered to be the greatest game of all time. Metal Gear Solid is considered to be among the ranks of these early 3D titans. 1998 was the year that proved these newfangled 3D polygons weren’t just a phase but a changing of the new guard for gaming. While all of these titles deserve every bit of praise they get, I’d argue that Metal Gear Solid was the most impressive.

The outstanding aspects of Metal Gear Solid are too numerous to briefly summarize. The other three games from 1998 that were previously mentioned are impressive in their own right, but Metal Gear Solid was on a whole other level. Metal Gear Solid is the brainchild of Hideo Kojima, an iconic figure in the video game industry and arguably the finest example of a video game auteur. His eccentric vision spurred by his love of film fostered the question: can the gaming medium be a cinematic spectacle and be as narratively rich? As one could see from the final product of his masterwork, the answer to that question was yes. Metal Gear Solid pushed the boundaries of what we all thought was capable in a video game. In a period when the medium was still juggling with the new 3D capabilities, Kojima took it a step further, and his baffling ambition created something way before its time and also managed to make it a work of quality. Of course, this was 23 years ago, and the passage of time was not kind to many aspects of this game’s presentation and gameplay. Compared to future cinematic games and other games in the Metal Gear Solid franchise, the first Metal Gear Solid tends to be regarded in a similar breath of respect to other early 3D games. Most people will argue that it’s an important game, but its incredibly dated aspects sully its replayability decades onward. Judging from my non-nostalgic perspective of playing Metal Gear Solid, I’d argue that Metal Gear Solid still retains its impressive qualities.

The groundbreaking cinematic qualities of Metal Gear Solid are readily apparent as early as the opening cutscene. One of the first screens presents itself as a “Hideo Kojima Game”, stamping his name on the title to signify his distinctive vision like Jean-Luc Godard or Quentin Tarantino. The first visual of the game is a submarine treading through dark, frigid water accompanied by some nifty water effects. The operations inside the submarine are depicted as intricately as something from Das Boot. A voiceover gives the details of a classified espionage mission to Solid Snake, the special operative assigned to this daunting escapade. A group of highly capable terrorists known as FOXHOUND possess nuclear weapons and have threatened to unleash them on American soil if their demands are not met. They have also taken hostages involved in the nuclear device’s inception as collateral. Their stronghold is located on Shadow Moses Island, located in the center of the Alaskan arctic, surrounded by the Bering Sea. Snake’s mission is to rescue the two hostages and find out more information about FOXHOUND's nuke launching capabilities and the intricacies of their plan. As he ejects himself from the missile and arrives on Shadow Moses Island, he swims up to a cargo bay as a point of entry.

Most people who argue against Metal Gear Solid’s lasting appeal usually poke and prod at the graphics. Admittedly, the rudimentary 3D graphics commonplace in this era of gaming are quite jarring. The backgrounds are heavily compressed, which in turn makes the dark, oppressive look and tone of Shadow Moses look murky and monochrome with age. The atmosphere Kojima intended to convey isn’t as effective when the player can’t discern what they are looking at. The more dated aspect of the graphics that is more popularly criticized is the character animations. They are just as compressed as the backgrounds, with the added awkwardness of the stilted movements of each character. The mouths of the characters don’t budge in the slightest, maybe proving a point that Kojima was perhaps too ambitious to create a cinematic game during a period where 3D graphics were still so primitive.

With all of the dated aspects in mind that I cannot overlook, I will make something clear in the game’s defense. The graphics of a game and its presentation aren’t necessarily interchangeable. While the graphics of the game couldn’t be more endemic to the early 3D era, the game's direction is still masterful. Judging by the opening cutscene of the game, the intended spectacle is still present now as it was in 1998. The opening visual of the submarine verging closer to the screen while moving is like the opening scene of Star Wars, plunging the viewer into the action with an alluring, ambiguous scope. The wide-ranged shots of the environment surrounding Shadow Moses Island illustrate the breadth of the hostile landscape. As Snake exits the SDV, he ascends to the glimmering surface as the screen fades to white. These kinds of shots are not ones of typical game developers but ones of a filmmaker. Metal Gear Solid’s presentation is preserved through marvelous cinematography. Critiquing the dated visuals is superfluous when the direction holds up its foundation so well. Other impressive cinematography uses are the first-person perspectives of enemies during cutscenes, flash cuts in scenes when someone dies, and the explosions that occur during some scenes. I’d even argue that all of this is even more impressive with age because it’s astounding that the game can perform all of this with such primitive technology. The game also utilizes live-action portions in cutscenes with long swathes of exposition. Live-action cutscenes were popular during the early 3D era and tended to look cheesy. Normally, I’d chastise a game’s presentation for using these, but Metal Gear Solid has managed to use them tastefully. Most of the live-action sections include what looks like clips of classified government footage, and the grainy textures of the PS1 add a certain rarefied quality to them.

I can also forgive the borderline paralyzed character animations in the game because the voice acting is phenomenal. Along with the game’s cinematography, Metal Gear Solid was leagues ahead of the curb regarding voice acting as well. This era was when voice acting in video games was still a new concept. Most voice-overs during this period were either awkward or patently directionless, inadvertently making the game comical or campy as a result (see the first Resident Evil for a prime example of this). Considering Metal Gear Solid bears many film-like qualities, having a stellar cast of people to provide the voices is a mandatory feature. Metal Gear Solid is a very dialogue-intensive video game, probably setting an unprecedented record for most spoken dialogue in a video game at the time. David Hayter gives our furtive protagonist a gruff, gnarled tone of voice. Yet, he evokes more of a range than one would expect from his tone. The same could be said for all of the voices in the game. Most of the dialogue in the game is spoken through codec calls, characters from the outside listening in on Snake’s mission and giving him a bevy of information to aid him on his quest. The conversations during the codec calls are meant for exposition and to aid the player in whatever situation Snake finds himself in. The codec calls are usually prompt and formal due to the somewhat urgent nature of the mission. Still, the voice actors give the talking heads behind the codec calls enough personality to characterize them properly.

It helps that the characters supported by the stellar voice acting are all very interesting. One thing I’m not fond of in the action-espionage genre is the lack of characterization. These types of stories usually highlight the action-intensive story and its wavering nature. They don’t take the time to give the characters more personable traits, making the story unsubstantial. The medium of video games allows more time for this among the action, and Metal Gear Solid does this splendidly. Solid Snake, for instance, is more than just a capable force against villainy. He’s got the strong demeanor of a typical action hero but is far more brooding than suave. This, however, does not stop every female character from making suggestive, flirty comments at Snake. Moments like these are indicative of Metal Gear Solid’s sharp script. While a lot of the dialogue is very forward, as per usual for the espionage story, there are plenty of moments like these that add a much-needed sense of levity. The other characters are given this characterization through their banter with Snake, especially those only spoken to through the codec calls. Roy Campbell is the government head of this classified mission, but he and Snake speak to each other like they are long-time friends with a lot of history. Mei Ling’s frequency is only used to save the game, but Snake forms a caring, respected relationship with her while being treated to the wisdom of ancient Chinese proverbs when the player saves. Otacon is more front and center in the action than the other supporting characters, but he still forms a personable bond with Snake. He’s like the nerdy, pragmatic foil to Snake’s grizzled, warrior persona. He also pees himself when confronted with danger which is both amusing and disgusting. The espionage genre was in dire need of characters that wee themselves out of fear. The guards can also be a source of levity given the circumstances. For being militant soldiers with impressive AI working in extreme weather conditions, they can act like total nincompoops at times. One can’t forget the squeaky-voiced guard telling Snake to shut up or another guard patrolling Snake’s cell that suddenly gets the shits and comes back amused to find Snake playing with ketchup (if the player screws this up). It’s funny to me how the most elite group of terrorists can still have the dopiest of workers guarding their stronghold.

Speaking of that elite group of terrorists, FOXHOUND is the most colorful and eccentric team of bad guys to ever threaten the world with nuclear annihilation. Each member is as unique as the next and has philosophies about justice and their place in the world. Revolver Ocelot is a Russian soldier adept with the gun of his namesake. He’s also fashioned himself up like a cowboy due to his fascination with spaghetti westerns. Vulcan Raven is a hulking man of Native American descent with shaman-like superpowers. The birds of his namesake always seem to be flying around cawing when his presence is near. Psycho Mantis is a maniacal man with psychokinetic powers, donning a gas mask that makes his voice more menacing. Sniper Wolf is a deadly sharpshooter, the best in the profession. Leading the group is the motivated soldier Liquid Snake, who is just as capable as a soldier as Solid Snake is. The fights with these bosses are all incredible as they are all varied from one another and very engaging. The distanced duel with Sniper Wolf is so tense it will make the player’s brow sweat, and the infamous Psycho Mantis fight was and still is unparalleled by anything else in gaming. Hideo Kojima ostensibly used the gun masters from the cult classic acid western film El Topo. Like the gunmen of that film, Kojima wanted each FOXHOUND boss to be distinctive from one another in both aesthetics and beliefs. If the muse of El Topo creates video game bosses of this magnitude, then perhaps the film should be used as inspiration for more video games.

The remarkable cinematic properties in Metal Gear Solid are something to behold, but they do not make up the entirety of the substantial weight of the game. I’ve never been a huge fan of cinematic games as they tend to heavily simplify the gameplay to enhance the film-like qualities. They tend to come across as glorified interactive films to either compete with the medium or to reel in film people who might be averse to most video games. Hideo Kojima’s ideology as a developer strives not to let the cinematic properties dilute the gameplay, and he does an exceptional job at finding that balance here. Metal Gear Solid is as impressive in the gameplay department as it is with its presentation.

Metal Gear Solid is a stealth-action video game, a genre of game that the previous Metal Gear games pioneered in the 1980s. The games involve the player surreptitiously traversing through an area with an emphasis on avoiding being detected, or else the player will suffer some kind of consequence from carelessly blowing their cover. Like many early 3D titles, Metal Gear Solid is in many ways a 3D translation of the gameplay elements presented in the 2D Metal Gear games. Many familiar aspects of the 2D games make their return here. The radar returns to aid Snake in avoiding guards, codec calls are still present to communicate with people on the outside, and the game gives the player time to evade the guards after being spotted. The extra visual dimension in Metal Gear Solid also adds other aspects to the stealth gameplay. Holding down the triangle button on the controller engages a first-person perspective that Snake can use as a visual vantage point. The 3D environments also allow more objects to be a part of the terrain to be used as barriers to hide from guards. Overall, the 2D aspects are translated swimmingly, and the new 3D graphics unlock parameters that flesh out the stealth gameplay.

Snake also has an eclectic arsenal to aid him in his mission. Both items and weapons are designated to opposite sides of the controller that appear in a menu when the left and right triggers are held down. On the right side are the weapons that Snake can use during combat. The first firearm Snake can use is a SOCOM pistol which can take out a guard with a few rounds. The FAMAS assault rifle is unlocked later to deal with bigger guard ambushes as the game gets progressively more demanding. Snake also has access to two missile launchers: the Stinger for dealing with larger, more durable vehicles and the remote-controlled Nikita missile. A sniper rifle helps Snake pick off enemies at a distance. Still, it’s rendered impractical without the additional use of the drug diazepam to calm Snake’s nerves and make accurate shots. Snake also incorporates a bevy of explosives like grenades, C4, claymores, etc. These can be used offensively, but explosives like C4 are also used to combust walls with weaker foundations for traversal. Chaff grenades and stun grenades are used to subdue security cameras and guards, respectively. On the left side of the screen is the smattering of items that aren’t weapons, such as rations to restore health, a multitude of goggles for different occasions, and the staple cardboard box that Snake can hide under to avoid being detected. Having all of these weapons and items at one’s disposal may give off the impression that Snake is an impenetrable offensive force, but the game counter-balances his array of tools by making ammo for them scarce. This counterbalance makes the game invigorating as the player has to prioritize when to use their inventory.

Metal Gear Solid is also much more action-oriented than its 2D predecessors. This isn’t to say that the series has been adulterated to fit the more accessible action genre. It’s still a tried and true stealth game that will subtly reprimand players who decide on a gung-ho approach attempting to mow down the guards. Even if they succeed, remember that ammo and other items are intentionally scant to persuade the player to be stealthy. This way, the player will be screwed during sections when they need a plentiful amount of ammo and supplies. Rather, Metal Gear Solid gives the player more leniency with error, allowing them to take action in hectic circumstances. Snake is not equipped for speed as his quickest running animation still looks like he has something uncomfortable wedged between his asscheeks. Trying to run away from the guards will be unsuccessful most of the time. Metal Gear Solid is a rare example of hiding working out better than running. The player will be overwhelmed by guards if they take a head-on approach. When the player is forced to run and conserve their resources, Snake isn’t rendered defenseless. He can also hurl enemies to the ground, knock them out by punching and kicking, and can snap the necks of enemies by sneaking upon them. The stealth-action gameplay is perfectly balanced in most circumstances, reasonably giving the player enough to work with while making it clear that Snake is not a seemingly impenetrable force of nature like the Doom Guy.

One aspect that isn’t as balanced is whenever the game forces an action sequence upon the player. This doesn’t relate to the bosses as those encounters are never overwhelming due to focusing the action on one person, but the same can’t be said for being ambushed by guards at certain points. The first case of this is when Snake and Meryl are accosted by a group of guards once Meryl breaks out of her cell. If the player hasn’t alerted any guards up to this point, this is certainly when they discover that shooting in this game isn’t ideal. Aiming the guns at the guards is imprecise, especially if the player is aiming with a PS1 controller without an analog stick. It can be forgiven in most cases because it’s more incentive for the player to take a stealthy approach, but there is nowhere to run or hide during these instances. Whether it be the instance where Snake is ambushed on the elevators or the section where he is climbing up a tower of stairs, the forced-action sections feel unfair to the player because of the awkward controls.

On the surface, Metal Gear Solid sounds like a more intricately written James Bond film in an interactive medium. While the iconic British spy was certainly an influence on the series, Metal Gear Solid is far more weird and cerebral than anything Ian Fleming ever wrote. Hideo Kojima only uses the espionage genre as a base, engulfing it in his auteur eccentricities with a healthy dose of postmodern sensibilities to shake things up even more. Characters will often break the fourth wall by instructing the player to press certain buttons on the controller (I knew this was where Sly Cooper got the idea from!). They will also acknowledge the game outside of normal metaphysical boundaries. These postmodern tropes in the narrative are typical of the style. They might never have been used in a video game before this, but they are common in other mediums like film and literature. Something unprecedented that Metal Gear Solid debuts are translating postmodern elements into gameplay mechanics. A simple one is locating Meryl’s codec code on the back of the game box, which Campbell will also instruct the player to do outside the metaphysical boundaries of the game. A silly vibration mechanic with the controller will be used by Naomi Hunter to “calm Snake’s nerves”. I played along, and the slight tingling sensation did feel rather nice. These light-hearted mechanics are fun and interesting, but they are nothing compared to the infamous section of the game that utilizes postmodern properties with gameplay mechanics to the nth degree.

The Psycho Mantis boss is the ultimate video game mindfuck. He’ll start by possessing Meryl by making her unhinged with both ravenous desire and aggression, which is unnerving. Once he physically appears, it gets a whole lot stranger. He claims he can read Snake’s mind, commenting on the player’s saving habits and approach to combat. If the player is still skeptical about his abilities, he responds by reading the player’s memory card. Unfortunately, the only other Konami game I had saved on the memory card was Silent Hill which came after Metal Gear Solid, so Psycho Mantis just told me that my memory was clean. I can still imagine that the jaws of every player back in 1998 were dropped to the floor when this happened. Once he sets the tense, creepy mood of his boss fight, the player will notice that they can’t do anything to even wound Psycho Mantis. The TV even turns off suddenly with the input visor HIDEO in the top right corner (this effect is unfortunately lost on anyone not playing on a modern TV. Too bad.) Once this culminates in driving the player into a panicked frenzy, Campbell calls and instructs Snake to swap the controller into the second controller port. Yes, the player has to get up off their ass and switch the controller to defeat Psycho Mantis. While many of the effects of Psycho Mantis’s powers are somewhat lost to time due to needing outdated technology to be effective, implementing all of these postmodern elements into the gameplay was unheard of. I can still appreciate the ingenuity of this portion of the game and the intensity of Psycho Mantis’s fight.

Metal Gear Solid’s plot and themes are much more sophisticated than the typical work of espionage fiction. The political spectrum of most espionage works is set on a very black and white compass, often leaning towards the power and might of the western world (mainly the Anglosphere if not specifically America) to be right and true. Metal Gear Solid takes a more nuanced take on good and evil as Snake only sees his enemies as people who are just casualties of war. Even though they try to kill him, he still respects them as fellow soldiers. The game also conveys the message not to trust the government a soldier is working under, even if they are portrayed as heroic and just. Snake’s initial mission of rescuing the DARPA Chief and ArmsTech president Kenneth Baker is derailed when both mysteriously die from onset cases of cardiac arrest. His mission becomes a perilous race when he learns that FOXHOUND already had the codes for the nuclear launch. When Snake is taken hostage, he finds the body of the DARPA Chief in his cell with him and notices how strange it is that his body has decayed to the point where it is being digested by maggots in only a matter of hours. He then learns that the person he saw die was not the DARPA Chief but FOXHOUND member Decoy Octopus posing as him. Near the end of the game, there is a scandal involving Naomi Hunter being an imposter. She is a scientist that developed a deadly virus called FOXDIE, which is programmed to kill any past or present member, including Snake. The government sent Snake on this mission knowing this would happen to him, so they could retrieve the unscathed Metal Gear REX and use its nukes for their purposes.

The convoluted twists and turns of Metal Gear Solid’s plot are certainly engaging, but they are not the essence of Metal Gear Solid’s narrative brilliance. The substance of Metal Gear Solid lies in its general theme of fate or subverting its supposed absolute nature. Metal Gear Solid explores this theme under the pretense of genetics and how they shape a person’s life. The reason why Liquid Snake wants the remains of the infamous American soldier Big Boss is because he and Snake are genetic clones of the man. While Snake inherited all of the dominant genes, Liquid ostensibly inherited all of the weak recessive ones. This makes him jealous of Solid Snake and yearns to use Big Boss’s genetic data to subvert his supposed fate of being an inferior soldier by design. The theme of genetic-based destinies also rings true for other characters in the game.

The Naomi Hunter we’ve come to know launched her career in genetic research to discover who she is. Meryl feels inclined to become a soldier because many family members were soldiers. Otacon feels his work with Metal Gear Rex is fated to be destructive because of his grandfather’s involvement in the Manhattan Project. Solid Snake even feels that his role as a cold-blooded, genetically engineered soldier makes him fated to be alien from humanity. Solid Snake is callous to the casualties of war because his genetic makeup does not allow him to not have humanistic traits. He has no family, no relationships, and he doesn’t even have a name. He’s as much of a war machine as any tank or nuclear device he’s come across, except that he’s made of flesh and blood. This fate he’s accepted is tested with Meryl because he finds himself attracted to her. Whether he’s enamored with her because she’s an exceptional female soldier or lusting after her...posterior, she still makes him feel the human emotion of attraction that he claims to not possess. Even Psycho Mantis gives kudos to Snake for not being driven by the same “impure desire to create” as other humans, but his relationship with Meryl proves otherwise. His foil to this theme is the allied cyber soldier Grey Fox who turns out to be Snake’s old soldier friend Frank Jaeger who was presumed dead. While he is still much alive, his new cybernetic armor that is holding up his body is making him anguished, a shell of his former humanity that Snake takes for granted. He even wants Snake to fight him with his bare hands to feel the embrace of flesh and bone instead of mechanical bullets, which is both disturbing and sad (and kinky).

There are two different endings to Metal Gear Solid that contrast Snake’s fate with Meryl. If the player survives the torture sequence and escapes the hostage cell, Snake will escape Shadow Moses with Meryl. If the player submits to the torture (which is understandable because smashing the circle button will give anyone onset of carpal tunnel syndrome), Ocelot will kill Meryl, and Snake escapes the base with Otacon. Both endings differ entirely in narrative resolution. Escaping with Meryl gives Snake a chance to subvert his fate of being an alienated killer by starting a relationship.

On the other hand, having Meryl dead gives Snake the profound human emotion of feeling grief for losing someone he cared about. Either outcome provides a strong resolution to this theme, but I think the more uplifting ending where Meryl lives is better. This is mostly because if she dies, Otacon falsely equates losing Sniper Wolf to Snake losing Meryl, which is ridiculous. Meryl and Snake had chemistry, while Otacon had one conversation with Sniper Wolf before she died. Otacon is that kind of uberdork that will fall in love with any woman who talks to him. Whether either ending takes place, another falling action also gives a resolution to this theme. Liquid Snake chases Snake and Meryl/Otacon out of the base, guns blazing. After Snake and his compadre are in a tight spot at the end of the base, Liquid has a chance to make a final strike. He then, however, succumbs to the effects of FOXDIE and dies. Snake assumes this is when his body will surrender to the virus because of the similar genetic makeup, but it doesn’t kick in. When he asks Naomi Hunter why she didn’t kill him with the virus, her answer is very vague, which leads the player to ask these questions: did Liquid Snake die from FOXDIE because of his inferior genetics, or did Naomi subvert Snake’s fate to die from FOXHOUND because Snake himself subverted his traits and showed some humanity? Either or, it’s a fantastic open ending.

Metal Gear Solid is a game that is highly regarded for a reason. It set so many unprecedented landmarks in the medium that it’s still hard to believe that it came out at a time when other games were simply exploring the basic realms of 3D gaming. Hideo Kojima treated us gamers to something that could rival any major filmmaker in terms of narrative and intelligent design and direction. As it gets older, some of the jagged aspects of the gameplay and graphics might not hold up, but its indelible mark on gaming cannot be taken away. This is a rare instance where the phrase “for its time” makes all of the positive aspects of the game more impressive as time passes.

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Attribution: https://erockreviews.blogspot.com

This review contains spoilers

One popular topic of conversation usually reserved for a focus group or a conversational ice breaker is which of our artistic achievements we’d present to visiting or invading extraterrestrials if the opportunity arises. For this hypothetical scenario, we are the arbiters of refined culture, disregarding the adulation of works with several accolades under their belts and peerless acclaim that would objectively serve as representation. So really, the choices ultimately boil down to one’s own personal favorites. A small, but fervid, selection of one’s objective taste regarding this question is quite distressing if one ponders the implications of such a task, for the alien species might not perceive the works with the same level of enthusiasm and see an individual's preferences as indicative of the entirety of humankind. Or, they could just be unfeeling philistines ready to annihilate or enslave us at the pull of a laser gun trigger regardless of what we’ve accomplished in the realm of art and entertainment. For us gamers, the scope of this hypothetical scenario has to be scaled down, for we already have trouble convincing other human beings that video games are a legitimate art form as is. When Roger Ebert, arguably the most famed and respected critic across all mediums much less his signature forte of film, was still alive and active, gamers attempted to sway the dean of critique to a more favorable viewpoint on whether video games were a bonafide form of artistic expression by suggesting that he play Shadow of the Colossus. Of course, being an obstinate old man at the time, he refused to humor any inkling of expending any of his valuable time and energy on such a “trite” and “pedestrian” form of entertainment. In my perspective, I think Roger Ebert was afraid of being proven wrong and losing an iota of his credibility upon his eventual reflection. Not only would I suggest that the haughty figures of older generations seek out Shadow of the Colossus to change their viewpoint, but I’d confidently bestow the game to any race of hostile aliens as a surefire way to prompt them to lionize us as masters of the universe. You’ll be thanking me if this ever becomes a reality. Shadow of the Colossus is one of the essential artistic pillars in the timeline of gaming’s history, equivalent to James Joyce’s novel Ulysses or Francois Truffaut’s film The 400 Blows. All arguments debating the place of video games in the esteemed echelons of fine art alongside its fellow entertainment mediums should be thrown completely out of the window, for Shadow of the Colossus proves the elevated potential of the interactive medium more effectively than any other game before it.

Revealing that the developers behind Shadow of the Colossus are Team Ico might garner an initial understanding of how the game achieves its magnificent artistry. Using their debut project Ico as a reference, the mission of this maverick Japanese studio is to trim the fat of the typical video game to an almost monastic degree, a “subtraction design” philosophy as specifically coined by director Fumito Ueda. Admittedly, video games commonly feature HUDs that aid the player’s understanding of the game’s scrupulous details and character status through a perpetual visual reference. While the necessity of such implements is warranted for most games, they do arguably diminish the immersive elements of gaming with a layer of artificiality. Using the Legend of Zelda series as a primary influence, Team Ico sought to strip the action-adventure base of the series and thematic fantasy tropes down to the marrow. Without the display of a health bar, maps, or an arsenal of items in the menu, Ico acted as an emaciated version of Nintendo’s iconic franchise for every single contextual aspect of the game. Still, I’ll be damned if Ueda’s minimalist design ethos didn’t effectively render something engaging, ironically accentuating all of the puzzle and platforming attributes we know and love from a series such as The Legend of Zelda by diluting their apparentness. Like the project of Team Ico’s namesake, Shadow of the Colossus also strives to evoke an aura of epicness through a meticulous waning of gaming’s excessive elements. However, Shadow of the Colossus did not compromise on that bombastic video game flair as Ico did in some aspects. Somehow, despite its continued ascetic efforts, Shadow of the Colossus is one of the most epically awe-striking video games that I’ve ever played.

What better way to ignite the player’s intrigue initially than to present yet another opening sequence with implied high stakes shrouded in a veil of ambiguity? I would comment that this type of introduction is a standby method for Team Ico to engage the player by piquing their curiosity just like Ico, but the context behind Shadow of the Colossus’s plot is admittedly a smidge clearer. Between the immaculate cliffs of a nameless, naturalistic landscape, a young man, who we dub as “Wander,” rides a charcoal-black horse with a fierce sense of determination. Upon entering an ancient temple fit for a pharaoh's tomb, the young man dismounts his horse and unloads his cargo onto the main chamber’s altar. Unraveling the cloak reveals a girl whose lifeless mien and ghostly skin complexion signify that she is freshly deceased. After unsheathing a glowing sword to fend off the bothersome black spirits that strongly resemble those from Ico, a discarnate voice perks up and informs the boy that resurrecting the girl may be possible via the usage of his reflective blade. With the transportation aid of his loyal steed, Agro, Wander must scour the outer limits of the land to find sixteen Colossi and slay them all as a chivalrous knight does to a dragon. Only by undergoing this daunting escapade will Wander allegedly restore consciousness to whom he presumably loves dearly. How am I privy to all of this exposition you may ask? Because the introduction duly provides it. After Wander places the girl on the altar, a disembodied mask tells us that the setting is a sacred realm foretold to revive the dead, explaining Wander’s impassioned efforts to travel to this remote, abandoned sanctuary. Perhaps the developers couldn’t let the player rely on their likely preconceived notions that this effete guy wearing a hairband is far more sinister than he seems and is going to great lengths to dispose of the body of a girl he has murdered. Some players would find the whole premise too heinous to continue onward. Either or, Shadow of the Colossus promptly exposes its context compared to what little was provided for the beginning of Ico. Hell, the introduction here features more dialogue than the entirety of Ico. This might give the impression that Shadow of the Colossus isn’t as narratively obtuse as Ico, an unfortunate sign that the developers got cold feet and decided to appease the commercial masses. Still, the absurdly lofty overarching objective at hand here for a seemingly unfeasible reward that Wander accepts without expressing a hint of skepticism presents an air of disconnect between the player and the narrative’s intentions. In the grand scheme of things, the player is still kept in the dark about what is really occurring. Also, surely the premise of rescuing a princess who is already dead subverts the hero and damsel in distress roles more cleverly than Ico did. Ladies, get yourself a little Romeo like Wander, who will trudge through death-defying odds like conquering over a dozen different beasts as big as Beverly Hills mansions for you with no questions asked even if you cease to exist (actually, don’t; for I cannot live up to those standards).

If Ico served as a prolonged, squalid depiction of a typical Zelda dungeon, Shadow of the Colossus extends the radius of Zelda’s breadth to the franchise’s open-world aspects. Naturally, because Shadow of the Colossus is a 3D game whose setting consists of the same topography as Hyrule’s first polygonal rendering, I must compare this game’s world to Ocarina of Time as I tend to do with all obvious successors that use it as a template. Discussing similarities between Shadow of the Colossus’s forbidden realm and Hyrule Field is more apt than the usual comparisons, for the few Shadow of the Colossus detractors gripe that its world is far too “empty and stiff” to hold their interest. What amuses me is that this criticism is exactly what I’ve always applied to Hyrule Field from Ocarina of Time, even though I always consider some semblance of clemency for its pioneering primitiveness. While I can understand why these negative descriptors could be assigned to the world of Shadow of the Colossus, they fail to recognize the intended scope of this barren wasteland. You see, the forbidden lands and Hyrule Field present a contrast between empty and “empty,” and you’ll just have to follow along to grasp my point. If we use the example of Hyrule from A Link to the Past, the kingdom’s overworld should be a sprawling environment with diverse terrain and a point of interest around every corner whether it be in plain sight or “a secret to us all.” All that Hyrule Field in Ocarina of Time amounts to is a mossy vestibule stretched out to the appropriately spacious diameter of a hub. I stated that Ocarina of Time didn’t sacrifice much in translating all of its refined 2D elements, but the Hyrule overworld is the most apparent compromise Zelda had to make during the complicated transition to the third dimension. When the technology has progressed where rendering an empty hub world is an endeavor fueled by artistic vision as seen in Shadow of the Colossus, the minimalist imperative can produce something spectacular. Outside of the towering temple where Wander begins his quest, the surrounding perimeter is a green grassy knoll surrounded by a blockade of canyons and chasms. Finding a route around the inconvenient environment in opposite cardinal directions will lead Wander to rocky cliff sides that resemble the shores of Dover or a fallow desert area parched by the comparative lack of moisture. Lying between the two radically different environments are sections with lakes, ravines, groves, and dimly lit forested areas where traces of sunlight only peek through to the floor. While the overworld here certainly checks off more ecological boxes than the flat field in the center of Hyrule, the entire landscape is so bereft of any activity that the silence is disconcerting. Besides the clip-clopping of Agro’s hooves, only the wind is an instrument in this close to absolute zero decibel soundscape. The atmosphere is so desolate that it's as if Wander is the very first lifeform, much less a human being, to set foot on this untouched, pristine landscape like Neil Armstrong landing on the moon. Wander’s surroundings are so removed from all traces of civilization that it’s almost as if he’s fabricating them in a dream all to himself. It would explain the perpetually ominous clouds overhead that never crescendo into precipitating, something sublime that accentuates the breathtaking view. The meditative undercurrent of this uncanny world is quite refreshing considering that several other Hyrule Field followers congest their hub settings with a little TOO much hustle and bustle.

If you’re the jittery type who cannot stand to bask in the beguiling ambiance for longer than necessary, you should be relieved to know that Shadow of the Colossus will always present a set goal of finding one of the Colossi somewhere in the overworld. One would think the sheer size of these mobile mammoths or the thunderous echos of their footsteps in the still silence of the setting would make the process of sussing out their locations easier than finding VD on a dive bar’s toilet seat but never will Wander spot one of these beasts from his peripheral. To direct Wander towards the locale of the current colossus assigned by the detached voice that speaks backward from the temple’s sunroof, he must raise his sacred sword skyward and reflect the sun’s rays like a solar-powered compass. If the radiation resembles a straightforward beam as opposed to a scattered burst, then that indicates that the colossus can be found in that general direction. This adjunct appliance to the sword seems like it completely mitigates the searching section of the hunt, but this beacon is no GPS. The narrow, singular reflective ray does not account for the aforementioned arduously conspicuous and unwavering geomorphology. Circumnavigating around the terrain in an attempt to close in on a colossus will always prove to be a meandering charade. Good luck finding the equivalent of the sword’s “reception” if the route to a colossus includes traversing through a forest or a narrow section of a canyon. However, as diverse as the terrain is throughout this world, one convenient aspect of the map is that it is relatively compact. Traveling to either opposite of the ecological spectrum, whether or not Wander will find himself smack dab in a colossus’s domain, will never take more than approximately a few minutes. The player should be relieved considering that Wander will automatically be teleported back to the temple because the voice above has apparently declared it as the omphalos of the operation. The game’s progression is constructed as a rinse-and-repeat process, but at least the restrained spread of the forbidden lands has made arriving back to the general vicinity of the next colossus less tedious. Unfortunately, reflecting light off of Wander’s sword won’t double in aiding the search for the crystal-tailed salamanders and the hearty yellow fruit hanging from the trees, shooting them with Wander’s pink bow with a limitless supply of arrows and consuming them to increase his maximum stamina and health respectively. However, Wander is already compensated with these stat boosts for slaying a colossus, so the grueling trouble of finding these infinitesimal things across the map should be discouraged to even the most devout completionists.

While the aura of traversing through the world of Shadow of the Colossus is drenched in layers of lethargy and interminable tension, the path of conquest is always exciting because of what lies at the end of every route. Besides the notion of successfully maneuvering over the world’s formidable terrain, simply encountering any of the colossi in their earthly domicile is its own reward. Upon encroaching on the territory of a colossus, a cutscene will trigger that showcases the magnificent marvel of extreme biology in its full glory. The “shadow” portion of the game’s title is not a minor allusion to enliven potential buyers with mystique: the colossi are gargantuan enough to eclipse the sun from Wander’s view and even chill him with the shade emanating from their…well, colossal immensity. When in the vicinity of a colossus, the serene tone of the overworld staggeringly catapults immediately into adrenaline-pumping action as if an alarm clock abruptly awakened Wander. While the stark commonality between these beasts is their physical enormity, their environmental conditions have granted them all distinguishable physical adaptations. The first colossi, Valus, features the anatomy of a minotaur creature, standing on two legs to support his massive, lumberjack frame. Sharing his relatively humanoid posture are the column-wielding Gaius, the geezer with a white, ZZ Top beard Barba, and the gravely serious-looking Argus. Still, they all approach the uninvited guest that is Wander differently during battle. Quadrupedal colossi include the wooly Quadratus, the crudely shaped equine creature of Phaedra, and the tortoise-esque Basaran. Other colossi’s characteristics are defined more by their environments. The laser-tusked Pelagia, giant gull Avion, and the electric eel Hydrus all reside along the area of a watery channel or basin, integrating themselves with their aquatic surroundings in varying degrees, but each of them obviously resemble radically dissimilar species. The same dichotomy of colossi types is also found in the desert area of the map, with Dirge burrowing beneath the sand while the sand snake Phalanx (my favorite of the bunch) gracefully soars above it high up in the sky. Surprisingly enough, there is even a trio of miniature colossi with Kuromori, Celosia, and Cenobia. Despite their relative dwarfism compared to their towering colossi brethren, these three are still scaled to the sizes of rhinoceroses with the same level of aggression. The Colossi are a wonderfully assorted bunch of imposing creatures, and whatever common ancestor they all share that has passed down their glowing eyes and arcane armor has formulated sixteen of the most imaginative monsters ever seen in the gaming medium.

Essentially, Shadow of the Colossus is a glorified boss gauntlet with intermittent travel sequences in between each colossus that allows the player to simmer in their latest onerous accomplishment. To divulge the rich gameplay mechanics involved in taking all of these colossi down, I’d have to reveal their puzzle-oriented secrets, and spoiling them would be a disservice to any prospective players and the colossi themselves by sullying their intimidating allure. All the input I can communicate is to not fear using the superior speed of Agro during a few fights and not to underestimate the smaller colossi. One encompassing aspect of defeating the colossi is that all of them will require scaling their mountainous bodies to subdue them. This intimate aspect of the fights is the game’s defining idiosyncrasy, and the prospect of climbing a colossus and riding its backside like a flea on a mangy dog is as exhilarating and unnerving as it sounds. Finding an entry point to scaling their ginormous forms is where the puzzle aspects of the gameplay are relevant, and this may involve taunting them with the bow and arrow or outsmarting them into fracturing their armor. Still, I cannot say which colossi these methods apply to. Once Wander manages to exploit their vulnerability to ascend upward onto the colossi, he must raise his sword as he would to find these beasts in the overworld to expose the tender points of their body signified by a glowing sigil. I guess this modestly-sized blade rivals the might of Excalibur because thrusting it in the designated exterior parts of the colossi will make them groan in agony and gush blood like a sieve. Wander’s only concern at this point is continuing to balance himself on the colossi as it thrashes around trying to knock him off, for they are intelligent enough to register that this puny man is trying to murder them and are rightfully upset. Even though it's illogical from a biological standpoint regarding some of the aquatic colossi, each of their bodies will at least have a clump of fur to cling onto to retain Wander's advantageous position.

Converging a level dungeon and its boss into one fully-fledged experience? Team Ico’s rumhamming of video game attributes is pure, masterful brilliance. Still, the turbulent interactions with the colossi remind me of one prevalent complaint some players share regarding the game’s controls and presentation. Truthfully, Shadow of the Colossus is rather sluggish, operating on a framerate that makes the character movement seem as if it's running in slow motion. This becomes an issue whenever a colossus knocks down Wander and will take what seems like an eternity to recuperate. Sometimes, select colossi will take advantage of Wander’s vulnerability and beat him down until he has been eradicated. The camera also tends to have a hard time holding onto the colossi as Wander does, which can also cause him to make a fatal mistake. These hiccups would normally devastate a game’s overall quality, but I trust that a fraction of Shadow of the Colossus’s imperfections is a deliberate effort from Team Ico. Because the framerate is glacial, it allows the player to feel the full, intended impact of the colossi. Whenever one of these brutes slams its feet into the earth, the shattering of the frame rate that occurs makes defeating them seem like an insurmountable undertaking. Flopping about by the hem of a colossus’s wooly coat in a languid frame of motion effectively highlights how removed from the ground Wander is up top of a colossus like the steep altitude is making his oxygen dwindle as quickly as his stamina gauge. While the presentation is technically unacceptable, one can’t deny that the linear qualities of shoddier mechanical performance make the gameplay resonate with the player.

The immediate falling action of shedding a colossi’s mortal coil with too many critically deep sword plunges should also resonate with the player. After the expedition of locating the colossus and the mental strain involved in finding a way to extinguish it, one might think that executing the seemingly inexecutable would inspire victorious feelings of joy. Alas, the scene of the colossi’s eyes turning blank and its body collapsing into the earth evokes a potent melancholy. Sure, we accomplished the task at hand, but at what cost? The archetypal story of man conquering beast stems back to at least the Middle Ages to Beowulf and Grendel, and it’s deemed as one of the most courageous feats that defines a man as a hero. Can we really assign Wander to the same celebrated category of men? Sure, this is technically his role if we apply what little context we’re given to the heroic tropes we’re all familiar with. Still, one cannot earnestly follow along with narrative tradition when these docile colossi have inflicted no harm on any other living being or the environment before being provoked by an invasive pest. And was the effort truly worth it when every short-term reward is Wander being knocked unconscious by ghastly tendrils that violently penetrate his body? The brilliant aspect of conveying this is that the game never overtly tells the player that Wander is the real monster in a game filled with them like a contrived plot twist. Through subtle clues, Shadow of the Colossus flips the classic hero versus monster story on its head where the concentrated blood flow gives the conflict some well-considered clarity. When these beautiful, majestic colossi cease to exist at our hands, we all wonder if real-life poachers who kill animals on earth have souls.

In reality, Wander is too insignificant to be the hero. From the beginning, he’s been nothing but the subservient tool to the temple’s undetectable landlord who has been praying on Wander’s desperation. His hinting at how to handle all of the colossi at idle moments during their encounters shows he has too much invested interest in seeing all of them fall, which cannot be a good sign considering the unclear correlation between riding the world of the colossi and the resurrection of Wander’s girlfriend. After finally facing the last colossi, a vertical behemoth named Malus whose head practically brushes up against the clouds, Wander does not travel back to the temple to celebrate his achievement with champagne and ice cream. An even more subtle detail in highlighting that Wander’s actions are injurious is that they are having a toxic effect on his well-being. By the fifteenth colossi, Wander will be covered by so many blue lesions, you’d think he was zombified. When the final colossi has been conquered, Wander is no more. He is a vessel for the ancient demon Dormin, the identity of the voice whose soul had been fractured into sixteen pieces and kept in the colossi as a drastic measure to stave off his return. For the past few cutscenes in between colossi, a group of villagers have been slowly approaching the temple and have managed to cross the bridge by the final cutscene. They are aghast to see that Wander has fulfilled the endeavor of reviving Dormin, chiding the boy for his foolishness. When Dormin fully encapsulates Wander, the player gets the chance to play as a colossus and smash the group of men into a paste. However, the men are wise and know exactly what must be done in the case of Dormin’s return. By throwing Wander’s sacred sword into a pool of water, it creates a ravaging vortex that pulls Wander in, ending Dormin’s reign of mayhem before it had a chance to begin. The men hightail out of the temple, with the bridge eroding from the vortex’s ferocity as a positive sign that entering it and interacting with Dormin will be harder to perform.

Somehow, despite Dormin’s deceptive promises, the girl who has been comatose throughout this whole ordeal awakens from her slumber and finds an infant in the pool who is implied to be a reborn Wander. I’m quite puzzled at how the girl has regained sentience when it seemed proven that she would never see the light of day again because all evidence was leading to Wander running a fool’s errand. The fact that he persists onward just to fail miserably at the end and die is what makes the game’s resolution beautifully tragic. Then again, he admittedly did bring all of this misfortune on himself, for not even Orpheus was this much of a zealous romantic. Like Ico, the fatal blow that befalls the protagonist is treated to a hopeful epilogue to keep the player’s spirits up. I can handle tragedy well enough, but I can admit that plodding further allows the player to consider their experience more after they turn the game off. Really, Agro returning to the temple on a limp leg was all the levity this ending needed. Her fall off of a crumbling bridge before the final colossi is genuinely the most devastating scene of the game, and seeing that she (or at least I’m assuming it's a she considering there is no visible, foot-long horse genitalia protruding from its crotch) survived made me cheer delightfully.

Speechless. Utterly speechless. This was my stunned reaction to witnessing the falling action of Shadow of the Colossus and its resolution. In all honesty, my mouth was agape through most of the duration of Shadow of the Colossus because the game is nothing short of extraordinary. Team Ico’s austerity is still on display here as it was in Ico, as seen in the game’s open world and the liberal loosening of the game’s narrative leaving the context up to the player’s interpretations. Still, dialing back the strict abnegation of gaming’s frills and thrills for Shadow of the Colossus resulted in a game far more compelling than Ico, while still retaining plenty of artistic triumphs that I admired about the developer’s previous title. Shadow of the Colossus is beautiful in every sense of the word: from the captivating climate of its uninhabited, windswept world, the titans to topple, to its poignant liner notes that make the player ask questions when the protagonist doesn't bother to. At the helm of this emotional rollercoaster is a unique gameplay mechanic that I don’t feel is hyperbolic to call it a visionary feat of innovation. If your character ever finds themselves gripping to the body of a herculean foe to skewer their weak spots, it means that Team Ico is collecting royalties. Does Shadow of the Colossus need more convincing that it should be an essential game to play for gamers and non-gamers alike? I don’t believe so.

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Attribution: https://erockreviews.blogspot.com

Sparkster could’ve, should’ve, would’ve been one of the prime gaming mascots of the 16-bit era, but didn’t. Sonic alone couldn’t have crushed Nintendo under the might of his blast processing-fueled swiftness, despite what Sega would have you believe. Sega formulated Sonic as a means to give Mario some gruff, but they failed to realize that Mario has compadres at Nintendo. While Mario is Nintendo’s golden boy, their lineup of other first-party franchises could possibly sustain the system even if Mario had been left to fester in obscurity in some alternate timeline. The Sega Genesis provided some solid exclusives, but the blue blur always eclipsed every other game in their library due to Sega giving him goliath-sized precedence in their company. Something like Super Smash Bros. could come to fruition for Nintendo because they didn’t put all their eggs in their Mario basket. Link, Samus, Kirby, Donkey Kong, etc. are all iconic figures with the same quality and longevity as Mario. Nintendo has always had a roster of mascots representing their brand, albeit to a lesser degree than Mario. Sega, on the other hand, would have complications in achieving the same impact with their roster. Ristar? Vectorman? Who the fuck are they? Sparkster of Rocket Knight Adventures fame (using the term tentatively) would also fail to inspire excitable recognition from most people like Sega’s other underlings. Unfortunately, his first exclusive outing on the Sega Genesis also sold horribly, giving Rocket Knight Adventures a cult classic status. It’s a damn shame considering if more people purchased Rocket Knight Adventures, there would’ve been a potential to give Sega a bigger advantage in the 16-bit console wars.

Sparkster’s design simply screams mascot material. How could anyone not love a sword-wielding possum dressed like a knight with goggles seated on his brow? If Sparkster doesn’t melt you with that adorable smile on the cover, you might be a cold-hearted sociopath. I wanna pick up the little guy and give him a big bear hug, only if his armor probably didn’t weigh a ton. Sparkster is a brilliantly designed character. Gaming companies consider their respective mascots to fall on the spectrum of either cute or cool and Sparkster is the perfect mesh of both. All checks out in the design department, but how does this tech-savvy varmint control? The gameplay of Rocket Knight Adventures is much like its 2D platformer contemporaries. The gameplay is simple and easy to use, but the player must hone it to a certain degree to make it through the varied platforming and combat challenges the game provides. Sparkster, however, comes with some extra frills to his gameplay that makes Rocket Knight Adventures stand out. His base attack is the swing of his sword, but his blade is not a contact weapon. Each sword swipe will unleash a swirling projectile like Link’s sword in The Legend of Zelda. Unlike Nintendo’s elfin wonderboy, getting hit at maximum health for Sparkster does not remove this move. In a way, Sparkster’s projectile-based primary weapon makes his gameplay more like a run-n-gun than a standard platformer. On the scope of platforming, Sparkster isn’t the most agile of platformer characters, but he does have some unique attributes. Sparkster will climb and swing off of various tree branches, vines, and other thin, ropey structures by his tail, cultivating his possumhood and using it to adapt to the land of the levels. It’s a wonder why he also doesn’t play dead to thwart unsuspecting enemies and then sneakily dispose of them like Solid Snake. More importantly to Sparkster’s platforming abilities than his innate marsupial instincts is the “rocket” alluded to in the title of the game. The jetpack on Sparkster’s back is an essential asset to Sparkster’s platforming gameplay and can be activated at any point. Holding down the attack button until the meter will charge the jetpack and releasing it will shoot Sparkster across the map. Jetpack blasts can be also launched in a myriad of directions for different uses. Besides carrying Sparkster past tall obstacles, it can also be used as an attack move that does slightly more damage than a standard swipe. Charging the jetpack without a clear direction will execute a spin move that will damage any colliding enemies. The developers also implemented what can only be described as less fluid, more violent wall jumps to get more utility out of the jetpack than simply rocketing past everything. With a full charge meter, Sparkster will bounce off these walls in the blink of an eye, placing him at unprecedented heights. One must not use the jetpack too liberally, however, as the trajectory of its blasts is erratic and can often lead to Sparkster careening off the stage to his death. Sparkster’s moveset is one of the most interesting I’ve seen across any 2D platformer. It’s bombastic and requires a bit of practice to master, but his overall control still carries an aura of accessibility.

I mentioned before how Sparkster’s basic attack makes the game feel more like a run-n-gun game than a 2D platformer, but this extends to many other elements of the game as well. Rocket Knight Adventures was developed by Nobuya Nakazato, a Konami mainstay most notable for developing the Contra games. If there is one franchise synonymous with the run-and-gun genre, Contra should be the first to come to mind. While Sparkster’s arsenal doesn’t extend past his gleaming energy sword, and it technically isn’t a gun, Rocket Knight Adventures still exudes the high-octane action of a run-and-gun game one would normally find in Contra. Enemies will bumrush Sparkster instead of waiting diligently for him to face them like the goombas and koopas of the Mushroom Kingdom. An immediate correlation that reminded me of Contra was the vehicle filled with enemies that attempted to turn Sparkster into roadkill. Vehicles of this kind are incredibly common in the run-n-gun genre. Often, the screen will stop scrolling when Sparkster is moving to introduce an enemy that will burst from the screen.

In the second level, Sparkster finds himself on a railcar and has to defeat enemies while it speeds on the tracks. Sometimes the level will suggest the intended direction by planting a hovering “go!” sign on the screen. I’ve never seen any of these elements in any platformer game, but all of the aforementioned properties border on being run-n-gun cliches. Then again, I’ve never seen the platforming challenges Rocket Knight Adventures presents in a run-n-gun game either. Some particular highlights of the platforming sections are the vines accessible beneath the cascading water, seeing Sparkster’s reflection to see hidden platforms in a cave with rising lava, and a pulley machine which Sparkster can change the direction lest he hits the series of radioactive spikes. Each level is also the perfect length that combines all of these elements and incorporates different themes and obstacles that make them individually fresh. Rocket Knight Adventures also incorporates another gameplay style, although not as subtly. At a point in the first level, Sparkster will find a radiating capsule that propels his jetpack to full power as he glides across a body of water with his goggles over his eyes. These sections of Rocket Knight Adventures are highly reminiscent of the scrolling shooter sections of run-n-gun games, and there are no platformer elements interwoven in the makeup of these sections. These scrolling sections are orthodox to the typical run-n-gun game, but they are still a welcome addition to shake up the already nuanced and varied gameplay.

Rocket Knight Adventures also possesses one of my biggest pet peeves in video games that is quite common among games of this era. For all of its charms, Rocket Knight Adventures will also kick the player’s ass from here to Indochina. This aspect, however, is not what irks me. Hard-as-nails games from this era also tend to have an unnecessary arcade style of continuation that forces the player to start the entire game over upon losing all of their lives. At least Rocket Knight Adventures grants the player multiple continuations, unlike other games on the Genesis (cough Sonic cough*). Normally, the charm of a game would wear thin upon multiple deaths, but at least Konami understands the challenge and gives the player some leeway. Besides the four difficulty selections ranging from ball-bustlingly hard to “children’s” difficulty (the old-school platformer equivalent of Uncharted’s explorer difficulty), the game gives the player plenty of health items and extra lives spread across each level. Sparkster’s health and damage input are also reasonable, so I can’t be too steamed at dying in this game despite it happening very often.

Rocket Knight Adventures probably tells a grand, epic tale that supports the gameplay, but one wouldn’t know just by playing it. The game has subtle cutscenes that take place spontaneously in each level, and all of these aren’t enough to weave together a cohesive plot despite their individual charm. Sega ostensibly likes to borrow the looming, superweapon trope from Star Wars as a plot device (see the Sonic games for another example) because Rocket Knight Adventures shares the same commonality. The death machine in the case is the Pig Star, and the evil race of pigs Sparkster has been fighting are dangerously close to usurping the power of this annihilation planet-sized contraption. Axel, a rogue rocket knight who resembles a dark Sparkster, abducts a princess with the key that accesses the Pig Star, and Sparkster must mow down hundreds of pigs to save the princess and prevent total annihilation. He faces Axl (in a dueling giant robot which is one of my favorite parts of the game) and the enigmatic pig leader Devilgus and manages to escape their space headquarters with the princess and save the day. However, this is the canon “true ending” that the player must beat the game on the hardest difficulty level to unlock. What qualifications does the player have to meet to see this ending? What must the player endure on the hardest difficulty of an already hard-as-nails game? A run with no continues where Sparkster dies with one hit. Seriously. I thought the unlocked ending content qualifications for Mr. Gimmick were bad, but this game ramps it up to an absurd degree. I suppose I can be happy with an ending where Sparkster at least leaves the base unscathed, and I guess I’d have to be, all things considered.

If I were Konami, I’d be pretty pissed at Sega. They carefully crafted this game to support Sega in their fight against the Nintendo giant, but Sega ultimately subordinated it in favor of their speedy blue bundle of joy, just like with the rest of their exclusives. I’m going to take a stand and say that Sparkster and Rocket Knight Adventures as a whole does what Sonic don't (see what I did there?) Sparkster has much more mascot allure than the smarmy Sonic, and his game is far more varied, engaging, and fair than Sega could dream of for their penultimate title. Nakazato made the most adrenaline-fueled platformer or the most intricately designed run-n-gun game here, and I think there’s enough evidence for both outcomes. The foundation is tight and bursting with so much appeal and charisma that it might be the best game on the Sega Genesis. It’s just unfortunate that most people, even at the time, didn’t come to the same realization.

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Attribution: https://erockreviews.blogspot.com

From an artistic standpoint, I am of the belief that a franchise shouldn’t surpass the number of entries fitting for a trilogy. Brevity is not only the soul of wit but also a necessity to retain the magic and integrity of a series of entertainment properties. However, my passionate sentiments would cause serious humiliation at the Capcom offices, as they would laugh like hyenas as I ran out of the room in a crying frenzy like a girl who just bombed her school’s talent show. As thankful as I am for Capcom and all of the other video game conglomerates, their ultimate goal at the end of the day is to turn a profit with their creative properties. Since Capcom now found a winning formula with their Mega Man franchise, they milked that udder dry until it shriveled up and could only produce dust. I suppose Mega Man 4 was the first entry that overstayed Mega Man’s welcome on the NES considering it surpasses the number of titles that make up a solid trilogy of games, so we can attribute this game to commencing Mega Man’s downfall further into the future. However, the strange revelation that I’ve come to is that Mega Man 4 might arguably be the best game in the original series. Come to think of it, Mega Man 3 would’ve been an askew note to leave the series on, what with its unreached ambitions that fell apart in execution. Maybe a proper (and hypothetical) series send-off should signal a true return to form, and that’s certainly what Mega Man 4 offers.

Alert the presses, everyone, for Capcom decided to place another mad scientist on the pedestal of Mega Man bad guys that isn’t Dr. Wily! Approximately a year after the events of the last game, a Russian scientist named Dr. Cossack constructs eight new Robot Masters with the intention of seizing total sovereignty. I’m surprised it took Capcom this long to create a Russian villain at the helm of a megalomaniacal power surge, considering the franchise debuted in the 80s when their association with scum and villainy was at its peak. I suppose Capcom thought it would be wise to wait until the Soviet Union crumbled to feature one of their citizens in an antagonistic role so as to not sour the foreign affairs between them and Japan. Their country is only a submarine ride over from the Pacific coast of Russia, after all. Nevertheless, the fact that Capcom retired their standard bald, mustachioed bad guy here makes me beam with pride. Cossack may be committing a copycat crime here, but the slight deviation his presence represents makes a world of difference. NES franchises have been known to acquiesce to feelings of separation anxiety regarding their main villains, so I realize how hard it was for Capcom to let Wily go.

By this point in the early 90s, developers had honed the rudimentary 8-bit aesthetic into an art form. After the humble, fuzzy entry point in the first Mega Man title, Mega Man 2 made strides in elevating the visual capabilities of the NES console, just to have Mega Man 3 vomit on its contributions. One vital aspect of Mega Man 4’s return to form is the pixelated splendor displayed throughout, starting from the opening sequence. Somehow, Capcom felt that an introduction detailing the genesis point of Mega Man’s creation needed to surpass all other 8-bit cutscenes on the system by illustrating an origin story for Mega Man. A tranquil cityscape is shown from the cycle of day to dusk, with chaotic blasts of malevolent fire disrupting the peaceful atmosphere and calling Mega Man to action out of a valiant sense of justice. We also learn that his Japanese moniker “Rock” is merely the robot’s birth name and that Mega Man is his crime-fighting pseudonym. We also learn from this introduction that Mega Man’s hair was intended to be blue, thus making the initial reveal under his helmet in Mega Man 2 to be a graphical blip. As one could probably infer from the outstanding presentation here, all of the erroneous smudges in the pixels have been wiped out. The cityscape scene is gorgeous, and the following sequence where Mega Man is riding on top of a moving vehicle is spellbinding to watch.

Of course, the effort of high graphical fidelity extends to what is present during the gameplay. A pleasing color pallet was needed in the Mega Man series after Mega Man 3’s muted, flat textures that made the game look depleted. Mega Man 4’s return to form also saw the revival of the visual vibrancy seen in Mega Man 2, and thank the Lords for this. Every level in Mega Man 4 looks uniquely dazzling, meeting the standard established in Mega Man 2. Ring Man’s stage has candy neon evaporating platforms juxtaposed with some crystalline chrome architecture. Pharoah Man’s tomb is built with a tan-colored brick that looks appropriately weathered enough for an ancient construction, and the flow of the sinking sand is borderline hypnotizing. The showering rain effect in Toad Man’s stage is only distracting on a mechanical level, and Dive Man’s teal foreground compliments the water splendidly. The lavender color of Skull Man’s stage probably doesn’t make sense from a thematic standpoint, but I can’t deny that its contrast with the bleached skeletal platforms is striking.

I suppose what is more important about the new crop of levels is their level design. Mega Man 4 doesn’t do too much to deviate from the series' tried and true 2D platforming from point A to B where the Robot Master’s domain lies except for one true stride in ingenuity. Just because Mega Man’s trajectory is fairly straightforward doesn’t mean that each level should offer nothing but a straight line with enemies to halt progression. For the first time in series history, the levels will offer alternate paths for the player to take, usually signified by both ascending and descending ladders. Once Mega Man climbs one of these ladders in either direction on the Y-axis, surviving enemy fire and the various pratfalls will eventually lead Mega Man to the same result as the standard pathway. Sometimes, these alternate passages lead Mega Man to dead ends and the extra challenges before he hits a brick wall often lead to goodies like E-Tanks and health upgrades, rewarding the players for their troubles. God only knows we can’t rely on Dr. Light’s new, little support bot Eddie to supply Mega Man with what he needs because the little guy seems to have difficulties discerning whether or not Mega Man’s health or energy is low. He’s too adorably pathetic to chastise, really. Speaking of difficulties, Mega Man 4 still retains that classic NES challenge that was absent in Mega Man 2 compared to the two games that border it in the main series timeline. The game presents a smattering of dangerous sections like riding on robot enemies over pits of spikes like the bouncy grasshoppers in Bright Man’s stage and the floating platforms in Pharaoh Man’s stage. It’s best to shoot first between a chasm because a cap enemy will fly upward and knock Mega Man out of his airborne velocity to his untimely demise. The midway miniboss robots resembling animals often proved to be formidable obstacles to my goal, such as the hulking whales in Dive Man’s stage and the hippos in Ring Man’s stage that spit missiles comfortably from their high perches. Because of all of these impediments prove to cause a small amount of grief to the player, Mega Man 2’s one big criticism of being too easy cannot be applied here.

Good luck trying to find the correct order to defeat Mega Man 4’s Robot Masters, for this lineup is when the lineup started becoming abstract. Like Mega Man 3, all of these Robot Masters were submitted by Japanese children via a contest and the best of the bunch were granted life by the developers. I don’t know how some kid living in Japan in the early 90s knew what a Pharaoh was, but maybe that's how advanced their education system is. Drill Man is an inspired ground-type Robot Master in the same vein as Gutsman and Hard Man, and his drill bomb weapon is like a more manageable version of the Crash Bomb. Skull Man is the coolest one here from a design standpoint, but I’m not enthused by his weapon being a recycled version of Wood Man’s leaf shield. What makes the weapon worse is that it’s Dive Man’s weakness, and his apt dive maneuver makes sure that plenty of contact damage will occur while fighting him. Bright Man copies Flash Man’s time freeze move, and Dust Man’s mound of vacuumed trash is an effective cluster bomb. God bless Toad Man, for the developers inadvertently made him into a spongy whelp of a Robot Master AND his acid rain weapon clears the screen. Guess which Robot Master I recommend tackling first? Overall, I can’t find too much fault with Cossack’s coalition of Robot Masters. They all have interesting designs and none of their weapons fall under the category of useless junk (points directly at Top Man from Mega Man 3).

Fortunately, if the player isn’t content with using any of these weapons, maybe because they feel the Robot Master weapons peaked with the Metal Blade as I do, Mega Man 4 provides a suitable alternative. This game’s innovative stride in updating Mega Man’s battle prowess is the new addition of the charge shot. By holding down the shoot button on the controller, the collective energy needed for a regular shot of Mega Man’s base beam builds up inside his being and radiates all over him. Releasing Mega Man’s edged shot will unleash a single burst of energy much bigger and much more lethal than the piddly lemon drops it normally sputters out. I probably use the standard blaster more often than most people who have played a Mega Man game, so this addition is a godsend. I’ve always appreciated the variety in store with Mega Man sucking up his enemy's abilities, but I have to admit that pausing the game to cycle through the options can be a tad irksome. Revving up the blaster to blow through enemies that have stronger defenses is incredibly convenient and satisfying, and is just as crucial to Mega Man’s evolution as the slide move (which also returns from Mega Man 3). If it could shoot in the same number of directions as the Metal Blade, I’d never use any of the alternate weapons.

Whether or not using the enhanced blaster or figuring out a Robot Masters's specific weakness works for you, it still culminates in climbing the castle of a wicked scientific genius. This time, it’s the blonde, bearded Cossack instead of Wily’s wild eyebrows. When storming through Cossack’s castle, each level seems deceptively easier than the last. The castle offers some substantial sections involving Rush’s mechanical aid, and we can all breathe a sigh of relief that the Yellow Devil doesn’t make his return to pummel me to oblivion. Still, roaming through the fortress of a madman as the climax of a video game on the NES should warrant great difficulties. My suspicions unraveled with the appalling revelation that Cossack is a red-herring and that Dr. Wily has been using him as a scapegoat the entire time. Naturally, it’s when Wily reveals himself that the apropos difficulty curve reveals itself too, as Wily’s final fight in Mega Man 4 is the most irritating one so far. The weak spot on Wily’s new death machine is high enough that Mega Man must strain himself trying to reach it, and finding Wily in complete darkness while being confined to using Pharaoh Man’s weapon conjures up unpleasant memories of having to use Crash Man’s weapon in the conclusive fight in Mega Man 2, showing that the developers didn’t learn from their mistake.

God dammit. So much for subversion. The old saying that old dogs never learn new tricks is just as applicable to video game franchises, which is why they tend to struggle with innovation past the third entry. Yet, Mega Man 4 seemed like it could’ve at least gone against the grain with the opportunity to do the bare minimum of putting another antagonist in the front seat. Alas, it seems like Dr. Wily will always be the nagging force of oppression like his NES contemporaries Bowser and Ganondorf. Up until this point, I was enjoying Mega Man 4 vastly more than Mega Man 3. Mega Man 4’s back to basics after Mega Man 3 shot to the moon and missed by a mile making for the most balanced of Mega Man titles so far. It’s as smooth as Mega Man 2 was without the few discrepancies that sullied its near-perfect status. If reusing the same villain in a bait-and-switch routine is the only sniggle the game has in a series filled with unfair, broken bullshit, Capcom has more than legitimized Mega Man 4’s existence. Quit while you're ahead, guys.

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Attribution: https://erockreviews.com

"What the fuck?" said every Super Mario RPG fan circa the year 2000. Although I was too young at the time to share their befuddled disappointment, I understand that this was the sentiment with every SMRPG fan during the announcement of Paper Mario. In retrospect, I can't say I blame them. Of all the styles that could separate the aesthetic of the Mario RPG games from the main series games, why paper of all things? It probably didn't help that the project was called Paper Mario right from the get-go as if Nintendo was so confident in the stylistic choice that they wanted people to know it, putting it on full display. I guess I can admire them for their confidence, despite it making every fan skeptical.

Fortunately, I got to base my preconceived notions of this game on already playing through The Thousand-Year Door. The sequel to Paper Mario became one of my all-time favorites initially during my first playthrough of it. My experience with The Thousand-Year Door
made me quite excited to go back and play the first Paper Mario. For the most part, the first game delivered on the same quality as its sequel despite a couple of negative aspects that the sequel fixed. I liked The Thousand-Year Door much more than this game for many years, most likely because I played it first, and it was the much more polished game with snappier dialogue and more advantageous use of the paper style of the series. However, after playing both of these games back-to-back, I'm having trouble deciding which of these two games is better. The Thousand-Year Door may have more polish and style, but the first Paper Mario may be the essential Mario experience.

Like most other Mario experiences, it starts with Bowser kidnapping Peach. He crashes an extravagant party Peach is hosting in her castle. The surprise is that Bowser has somehow stacked Peach's castle onto his own beneath the ground, violently unearthing and raising it above the skies. Bowser's new trick is the star rod, a powerful artifact he stole that grants him invulnerability. He displays this to its full extent when he blasts Mario out of the window of Peach's castle, and Mario dies. No, really, Mario dies at the beginning of this game after failing to defeat Bowser. It's not a spoiler because it happens right at the beginning. The seven Star Spirits that guard the star rod resurrect Mario and their physical forms are scattered all over the Mushroom Kingdom. Mario has to rescue all of them, giving Mario their collective power to defeat Bowser once he does this. Sound familiar? That's about the extent of Paper Mario being a direct sequel to SMRPG.

The methods behind the RPG combat between SMRPG and Paper Mario couldn't be any more different. SMRPG's mission was to translate the Mario universe into the RPG genre, sharing similar qualities to most RPGs of the time. Conversely, Paper Mario's direction is to translate RPG elements that fit the Mario franchise more appropriately. I wouldn't consider any Mario game easy, but the franchise has always been comparatively more accessible than its contemporaries across any genre. The focal point of the Mario franchise is accessibility which most RPG games shy away from to maintain their niche appeal. Accessibility in gaming doesn't always have to be synonymous with banality and patronizing to the player. Paper Mario's more streamlined approach to RPG combat has given it a unique system unlike any other RPG game before or after it. Mario and his selected partner will stand on the left side of a stage-like setting with a general background representing the area. The enemies will be on the right side with an appropriate space between both parties. Mario has a selection of a jump attack, hammer attack, item selection, star powers, and tactics. Any amount of damage Mario does to enemies can be counted on all fingers, same with the damage the enemies will do to Mario (god help you on the rare occasions that an enemy can do more harm than that). The numbers in Paper Mario coinciding with statistics never surpass grade school arithmetic. This elementary range of numbers most likely wasn't done with a specifically young audience to cater to, but rather to hold the standard of Mario's worldwide appeal to a large demographic of gamers. The heart of the Paper Mario combat system lies in the action command. Pressing the A button at precise moments in combat will warrant extra damage. Blocking will decrease the damage Mario takes as well. Using the hammer requires pulling back on the control stick and releasing it at a certain point to damage the enemy. The moves partners can use require the same amount of precision and unique button combinations to execute them. It's a simple system, alright, but combat in Paper Mario is much more interactive than picking an attack or other tactic in a standard RPG.

Paper Mario also upholds a more straightforward method of RPG progression. When Mario defeats an enemy, they leave behind star points which act as experience points. Once Mario acquires 100 of these, he'll level up and get a choice to increase his health, SP, and BP by three to five. Health is self-explanatory, and SP coincides with Mario's unique attack gauge. BP relates to badge points. Badges are perks Mario acquires in the game that can either be found, bought, or traded for star pieces. They vary in use as some of them are new jump/hammer moves, increase Mario's offense or defense, and some are just for the novelty. Players have the choice to increase any of these stats any way they choose, with some opting for a balanced Paper Mario experience and some opting to only raise one stat over the others. Many experienced players usually challenge themselves by only raising BP and SP over their health, becoming a powerhouse with badge abilities while being more cautious of taking damage. A game that intentionally makes for a more accessible, streamlined RPG experience, level progression, and scaling is still as refreshing and customizable as any other RPG. Paper Mario's RPG initiative is simple and even like an RPG metric system.

At the beginning of the game, Mario ventures off the beaten path to find a quaint little house owned by a family of Goombas. The young son of this family, Goombario, is a giant fan of Mario who ecstatically joins Mario on his quest to fulfill one of his dreams. This sequence introduces one of my absolute favorite aspects of the Paper Mario series: partners. Throughout the game, several partners join Mario with their unique attributes to aid Mario during combat and solve puzzles to get through the areas of the Mushroom Kingdom. These partners are slightly more anthropomorphic/domesticated versions of Mario enemies from the original Mario games (ex. Parakarry the Parakoopa and Bow the Boo). During combat, the partners will take one turn and Mario to attack or debuff the enemy. Goombario will bounce on enemies with his skull, similar to Mario's jump ability. Kooper the Koopa will fling his body/shell at an entire row of enemies. Bombette, the Bob-omb explodes near enemies for massive damage. Bow the Boo bitch slaps enemies and can hide Mario and make him incorporeal during combat to protect him. Watt (of which I am uncertain which Mario creature she's supposed to be) can paralyze enemies with her electric body, Sushie squirts water at enemies, and Lakilester/Spike can throw spinies at enemies. While all of these partners are useful due to their uniqueness, my favorite of the bunch is Parakarry. He's a Parakoopa mailman whose powerful, one-target attacks make for every boss's worst nightmare. The partners also have unique moves that help Mario traverse the game's overworld. Parakarry can lift Mario for a brief period to help him get over gaps, Bombette can uncover hidden areas by blowing up cracks in walls, Watt illuminates dark rooms, Sushie can swim, etc. The only partner that feels underutilized in both combat and overworld-aid is Lakilester. He's the last partner introduced, and it's way too late in the game. His ability to hover over hazards is useful a few times, and it's more than likely that most players won't upgrade him fully due to the more familiar partners holding precedence over him. Riding around on his cloud like it's a two-seated bicycle is amusing, however.

The partner aspect of this game feels so refreshing because it indicates how Paper Mario improves on the already established world of the Mushroom Kingdom and the typical Mario experience. The residents of the Mushroom Kingdom aren't just faceless pawns that Mario scrapes off the bottom of his boots. The thing that most separates the partners from the NPCs scattered around the game is a single distinguishable feature like a hat or a different color (ex. Kooper is blue and Goombario has a blue hat). However, the typical enemies in this game are still Goombas, Koopas, etc. Pondering this may lead to many questions about the different races and class dynamics in the Mushroom Kingdom, which might verge into dicey, socio-political territory. The Shy Guys seem to be the only Mario enemy that is still a race of savages in this civilized Mario world.

As characters, the partners are still a bit underwhelming. Giving a character a different color or putting a simple hat on them and calling that an improvement is indicative of the lack of character depth the Mario series has. Kooper, Watt, and Parakarry are as flat and wooden as characters like ironed pieces of cardboard. Other characters have interesting personalities, but these characteristics start to dissipate after joining Mario's team. Bow, for instance, is a self-important diva, naturally so due to her aristocratic status. She is bull-headed and brash, taking no nonsense from anyone. Once her introduction chapter ends, she never exudes these personality traits again. This happens with all of the other partners that started as unique characters. I can probably fault this to Paper Mario keeping Mario as a silent protagonist in the main series. He doesn't even utter squabbles like "let's a-go!" either. The RPG is a very dialogue-heavy game genre, and there is plenty of dialogue in Paper Mario. Most dialogue is spoken at Mario and his partners rather than a discourse between two or more characters. Once the more discernable NPCs become Mario partners, they zip their lips and seldom utter a single word, almost as if Mario is forcing them to shut up. The only exception to this is Goombario whose ability is to offer observations about areas and scenarios. Sometimes, I would travel around with him to hear his input because he's the only party member that gives it.

I also feel that referring to these playable buddies as "partners" feels a tad inappropriate. The word partners connote even importance and equality between two or more people. It's incredibly evident that the partner characters are only here to support Mario to a fault. Their subdued interactions in the dialogue already illustrate this, but it's even more apparent in combat. Unlike Mario, every partner only has two options: attacking and switching each other out for another partner. They share the SP gauge with Mario, but they don't have their health bars. Enemies will only attack Mario, and for the rare occurrences when a partner is hit, they are immobilized for a few turns. They can't use items, run away, active star power, etc. Given their roles in combat and the overworld, Mario uses these characters that should have more involvement and depth as a "Mario enemy swiss-army knife." It's a shame, considering the potential all of these partners could've had.

After beating the prologue, Mario arrives back in the Mushroom Kingdom, or at least the central area. Like the main series, the entirety of the Mushroom Kingdom is a geographically diverse place consisting of wetlands, deserts, islands, and snowy mountains. Maybe the Mushroom Kingdom has a history of imperialism like a certain other Kingdom in the real world. The hub-world of Paper Mario feels like it should be more significant than it is, considering it seems like the capital of this gigantic land, but maybe the limitations of the N64 prevented it from appearing massive as it could've been. However, it does fit the quaint look and tone of this game, which might have been intentional. The hub world is filled with Toads filling their roles in this society as cooks, store owners, and even martial arts directors. The hub-world feels cozy and lived-in, and it's precisely what I wanted in terms of experiencing arguably the most well-known video game setting in history.

As for the other places in the game, many of them follow the standard platformer, "fire world, desert world, field world, ice world" level dynamic of the main series games. Like the hub world, Paper Mario finds ways to flesh out these archetypical levels with charm and nuance. The first chapter reminds me of the first world of Super Mario Bros. 3. A grassy field seems to be the standard for Mario games to introduce players to each game. This field leads to Mario finding an ashy, grey fortress where the first boss is located, similar to the fortress levels in Super Mario Bros. 3. The desert level is undoubtedly a staple of the Mario series. The most notable is World 2 of Super Mario Bros. 3, with the angry sun stalking Mario in half of the levels. Instead of an angry sun, there's a buzzard hired by Bowser to stop Mario that you can avoid by lying to him that you're not Mario (did I mention that this game is also funny as well?), a desert outpost populated by Toads wearing burkas, fortune tellers, and masked thieves (getting more socio-political, eh Paper Mario?). There is a vast empty wasteland of sand that's easy to get lost in (and is probably the most cryptic and annoying part in the game) that leads to a labyrinthian tomb where you fight the final boss of the chapter. The desert chapter is probably my least favorite chapter in the game, but the setting and pacing of the chapter are still fully realized. The game even goes to great lengths to give depth to spinoff Mario franchises relatively removed from the mainline series. Chapter 5 takes place on a tropical island filled with Yoshis, inspired by Super Mario World 2 and the Yoshi spinoffs. The island is comprised of Yoshis living in a society governed like a tribe of natives. They have a spiritual leader that speaks of artifacts and lore surrounding the island as if this civilization of Yoshis is hundreds of years old. The amount of depth presented here is surprising for a Mario game.

My favorite chapter is the third one which involves saving a village of Boos from a seemingly indestructible monster named Tubba Blubba. He seems like an imposing force, and the stealth sections in his castle are an exciting touch to the direction of this game. His weakness is his heart which resides at the bottom of a dark well in the village, which is borderline "The Telltale Heart," the terrible secret kept hidden under the proverbial floorboards that make the villain vulnerable. The most unorthodox chapter in this game is the Shy Guy's Toybox hidden underneath the hub-world. It's a sub-society run by Shy Guys that functions off of stealing the items of the townsfolk of the Mushroom Kingdom. The Shy Guys travel by toy train and work for a dictator who rides around in a model tank. Oh, he's only a general, you say? Don't be so naive; I know a fascist fearmonger when I see one. Those Shy Guys are starving.

This game makes the best use of the RPG genre in a Mario setting with developing the world and characters of Mario to their fullest potential, but why paper? Does this aesthetic prove useless? I think it's funny that the final boss of the first chapter is a crappy paper mache Bowser, and there are some puzzles and platforming sections that use the mechanic. After playing both Paper Mario and its sequel sequentially, I noticed that this game consistently gave me a warm, fluttery feeling due to its aesthetic, music, and presentation. Paper Mario is like playing through a child's bedtime story and is presented like one. This game is equivalent to a hug from your mom or curling up with a hot tea and blanket by a fireplace. As lame as that sounds, the coziness of this game matched with all of the elements of its foundation tap into an intimately emotional place that no other game has. Once Bowser is defeated, the ending screen is Mario and Peach watching a distant fireworks show, accompanied by a tender lullaby track that always gets me a little choked up. It's a deserving, bittersweet end to an epic journey.

Much to the chagrin of every SMPRG fanboy, the first Paper Mario is the essential Mario RPG. The in-depth Mario experience realizes the potential of the characters and settings of the Mushroom Kingdom that every gamer is familiar with. It's also a unique RPG due to its simplified but invigorating combat system. Paper may have seemed like a strange design choice, but it proves to be masterful in presenting not only what looked like a children's storybook but one that has the snug feeling of one as well. It's the most extraordinary tale the Mushroom Kingdom has ever told.

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Attribution: https://erockreviews.blogspot.com/

This review contains spoilers

I don’t think there is a clearer example of the trilogy pattern in gaming than the first three Resident Evil games on the PS1. What I’m referring to, if you’ve never read one of my reviews before, is the arc of quality that fluctuates over three games in the same series and the pattern one can discern of how the IP grows and evolves. The first game introduces a template of the franchise’s tropes, while some gameplay mechanics tend to be inherently rough-hewn and unrefined due to lacking the hindsight of a debut effort. For the sequel, the second title is granted a treasure trove of hindsight, and they use this to smooth out the coarse gameplay elements with a far better understanding of the franchise’s idiosyncrasies. This results in the peak of what the first game established by flourishing its framework to an outstanding degree, crafting the finest experience the franchise has to offer. The third game is then released as an opportunistic endeavor to capture that lightning-in-a-bottle effect generated from the second game’s positive reception. Instead of finding ways to perfect the already solid source of the second game, the third game tends to add some overblown elements while streamlining the gameplay for the sake of accessibility. It indicates that the developers have slightly overstepped and that it’s closing time for the series. I did not overtly mention the first three Resident Evil games in this explanation, but I’m sure that anyone who has played every game in this PS1 trilogy knows that this subsequent progression of games fits it like a glove. Of course, I realize that placing RE 3 in this position already sets a negative precedent for this review, so brace yourselves for paragraphs criticizing how Resident Evil 3: Nemesis took the franchise’s survival horror properties and adulterated it with the overblown sins a threequel usually commits.

Technically, from a narrative standpoint, RE3 is a direct sequel to RE2 only on the basis that the number in the title is the successive follow-up in numerical order. We do not witness how the T-Virus outbreak has expanded beyond the parameters of Raccoon City and the Arklay Mountain outskirts with global panic ensuing in the streets. Apparently, the singular situation in Raccoon City seen in the second game was so monumentally cataclysmic that we needed ANOTHER storied account from yet another perspective. The person’s point of view, however, should come as a pleasant surprise as it's S.T.A.R.S. member Jill Valentine from the first game. Chris’s backpacking conquest across the pond was evidently a solo venture removed from his police adjacent outfit, so Jill is an unfortunate victim of circumstance in the Raccoon City pandemic, who did not fully anticipate this zombie pandemonium occurrence if her comparatively tarted-up civilian clothing is any indication. Her mission now is to use her special training as an advantage in surviving the chaos.

Jill not only gets the special distinction as the first returning Resident Evil protagonist but one that soaks up the entirety of the spotlight as the sole primary protagonist of RE 3. There are no mirrored events to Jill’s in another campaign playing as another character. Only one playthrough of RE3 with the little lady from S.T.A.R.S. is necessary to grasp the full breadth of the game’s story. However, I still somewhat recommend playing RE3 twice as a lark to experience what should be the soonest of Capcom’s “bright ideas” to spot that were implemented for the third game. Capcom has decided to (literally) cut out the middleman and omit the normal difficulty selection as an option, offering a “hard” difficulty for the seasoned Resident Evil veterans and an “easy” difficulty level for the flock of newbies that they anticipated would now be interested in playing their popular survival horror series. Despite how it may initially seem, forcing the two types of players to accede to what is a stark division of skill levels isn’t completely baffling. One could argue that someone who has survived two outings in a hostile, zombie-infested environment should challenge themselves by ramping up the stakes of their third excursion. On the opposite end of the spectrum, uninitiated players should keep it breezy so as to not taint their first impressions of the series and deter them from all other Resident Evil titles as a result. I chose to play on hard not only because of the rationale listed above but to also preserve any somewhat tangible gamer credibility that I suspect I might have (but probably don’t). As it turns out, with a few exceptions, RE3’s hard mode doesn’t ratchet up the base difficulty from RE2’s normal mode too drastically. Jill begins her trek out of the city with a pistol carrying a modest sum of ammunition as Leon did, and she must collect the formidable firearms as the game progresses. On the flip side, easy mode is so facile that it's hilariously condescending. The player is automatically blessed with a submachine gun, a first-aid pack, an infinite number of ink ribbons, and a whole other bunch of goodies. The developers forgot to include a bib and highchair for anyone playing on this difficulty, but perhaps they couldn’t have fit those in the finite inventory. I kid, of course, but my sincere issue with the unbalanced choice of difficulty here is that a normal difficulty is the solid base of any game’s intentions. Whenever I play or replay a game for a review, I always pick the normal (if difficulty options are offered) option, even if it’s a game I’ve played religiously and am exceptionally skilled at. Without this option, I cannot ascertain what the game is truly attempting to prove with its gameplay, which is why the normal mode is impeachable while the other options aren’t.

What is seriously included in the player’s inventory as a housewarming gift are two tutorial journals that detail every single new aspect that the developers have implemented for RE3. If they felt it necessary to implore the player to read a manual’s worth of text to prepare them for their playthrough, you know the great lengths they went to keep the franchise's familiar formula from stagnating. The result of their efforts is new mechanics and attributes that substantially change the fabric of Resident Evil’s gameplay, and I’m not entirely sure that it’s for the better. For starters, the player might notice what looks like a grinder contraption straight out of shop class in their inventory. One of the journals states that this is the Reloading Tool which is used to craft ammunition with three different types of gunpowder coinciding with the handgun, shotgun, and grenade launcher. One might raise a concern that this new utility mixer will take up valuable space in Jill’s inventory, a stationary position due to ammo pickups regressing into their unprocessed forms. Fortunately, the usual packs of bullets are still located abound on the Raccoon City streets, so carrying around the damn thing at all times won’t be necessary. However, it still comes recommended if Jill has a square of inventory space to spare because the high-caliber ammo the Reloading Tool can craft is highly effective. The journal tells Jill to keenly look for sizable red objects in the foreground, for shooting them with one bullet will cause a fiery explosion that could potentially blow a swarming pack of zombies to kingdom come, a nifty method of ammo conservation. The explosive barrels will definitely spark a “eureka!” moment for the player, for their prevalence as auxiliary offenses in first-person shooters makes their inclusion here a borderline cliche. The bombs that cling to the wall, on the other hand, confused me for health stations for a second, so I guess familiarity is important. Arguably the most significant alteration to the gameplay is the addition of the dodging mechanic. If timed correctly when unarmed or holding a gun, Jill will duck, jump, or roll out of harm’s way. A skill-based way to better mitigate potential damage seems like a helpful inclusion except for the fact that the timing window on the dodge is incredibly strict when done intentionally and surprisingly swift whenever executed on accident. That, and the type of dodge maneuver Jill performs is seemingly random, which can result in Jill backing herself into a wall and leaving herself far more vulnerable than before. I appreciate that these interesting mechanics drive a discernible wedge between RE3 and the previous game. Still, their awkward and somewhat unnecessary presence is somewhat of an indication that the Resident Evil foundation had already been honed to perfection in the previous game and all these new implementations do is complicate things. However, RE3 does feature a number of quality-of-life improvements that I genuinely appreciate, such as making the items more conspicuous in the foreground, a button designated to pull up the map, and a maneuver that swiftly turns Jill around instead of robotically turning her body like a mannequin on a pedestal.

The Raccoon City setting is something that should’ve been reworked entirely as opposed to being augmented like the game’s mechanics. I fully realize that the game’s events run parallel to those of Leon and Claire from the previous game, so placing Jill in the same predicament makes sense. Still, I fail to comprehend why Capcom thought the Raccoon City epidemic needed an additional point-of-view when the events had been exhausted after two almost identical campaigns. As it stands, RE3’s depiction of this doomed city is a reversal of how RE2 coordinated it. The city streets where Leon rushed through to reach the police station are now the primary place of excavation to escape the unremitting madness. Jill also revisits the police station briefly, albeit a truncated version of the precinct with new impenetrable barriers to signify that this takes place in the aftermath of Leon/Claire’s campaigns. Not only does the game fail to refresh the rehashed environments from the previous game, but treating the city streets that were once rightfully a straightaway trek the same as an exquisitely floored establishment is the most fundamental flaw with RE3’s direction. Sure, the worlds of Metroidvania games, the 2D cousin of the survival horror genre that shares the same sense of utility-gated progression, tend to be a collective of areas that vary in topography and thresholds of claustrophobia. With this logic, a Resident Evil map could flourish with the same design philosophy, but RE3 proves that this can’t be the case. The Raccoon City roads simply can’t transcend their initial workings as a linear series of paths no matter how many back alleys and piles of wreckage are impedeing Jill from crossing over the boundaries that the developers have placed. The richly labyrinthian constructions with their multiple stories that have served the series well in the past have been flattened to the ground floor, stretching across the broad radius of a metropolitan area. The breadth of a cityscape makes the backtracking of a survival horror game incredibly tedious, marching to and fro for a marathon’s length of retreaded steps to reach one objective. Any floor of an establishment from the previous two games, no matter how lofty, was never more than a few sets of hallways with several branching rooms as one would realistically expect from an architectural standpoint. I criticized the police precinct setting when it was still a centerpiece in RE2 for exuding too much of a domestic atmosphere for a horror game, but at least it was modeled just as exquisitely as the Spencer Mansion. The developers even had to separate the city into two “uptown” and “downtown” districts with two distinct maps, admissible proof that a linearly designed, sweeping environment does not gel with the survival horror genre.

It is not until the second half of the game where Jill crashes the railcar she’s using to flee the Raccoon City scene that the game provides the player with some truly impeccable survival horror settings. The clocktower is the kind of enclosed, gothic construction that I was craving as a potential successor to the Spencer Mansion, enhancing the dark, eerie atmosphere akin to the first game’s iconic stomping grounds with that desperately needed graphical maturation. The neighboring cemetery park is a competently restrained outdoor area compared to the urban streets of the city, and the underground laboratory efficiently refurbishes what is now a series motif. To heighten my feeling of engagement and admiration with these latter-half areas, they also include puzzles that are bonafide brain teasers, something that the second game was lacking.

Of course, the definitive difference and unique signifier to RE3 is the character on the right side of the full title’s colon. Before entering the gate of the police station, the gameplay will be interrupted with a cutscene of Jill’s S.T.A.R.S. ally, Brad Vickers, getting horribly and forcibly impaled by some fleshy tentacle of a colossal monster wearing a trenchcoat. Once Nemesis, the monster in question, refocuses his attention on Jill after decimating his previous victim, he’ll acutely stalk her like a lion does to a wildebeest for the duration of the game. Upon hearing the premise of an intimidatingly invulnerable tank of an enemy pursuing the female protagonist, one might wonder why Mr. X’s skin has been melted to a Freddy Krueger crisp because the previous game already toyed with the idea of placing a hostile, formidable figure with seemingly impenetrable defenses on the field for the player to contend with. In RE3, if one couldn’t infer his top-billing from the title, Nemesis has a larger presence here than the former superhuman stalker ever did. Nemesis is a T-Virus Terminator that will trounce any target he sets his sights on. On top of his hulking body that is as durable as Kevlar, Nemesis charges at Jill like a raging bull even in the tightest of corridors, as if he’s Frankenstien’s monster composed out of the corpses of the NFL’s finest linebackers. If Nemesis is unable to reach Jill and fling her around like a ragdoll, he’s strapped with a rocket launcher that he will not hesitate to use even in the tightest of indoor corridors to assure that Jill’s ass is grass. Not every encounter will involve the choice-based prompt either, so I suggest running like hell and forgetting about the potential rewards he might drop if you manage to subdue him. All of the evidential context surrounding Nemesis should make him a player’s worst nightmare, but there is something about his determination and overpowered attributes that conjure up feelings of irritation and frustration rather than fear. Nemesis popping in unexpectedly to give Jill a thrashing felt more like encountering your school bully in the hallways and making me groan with painful anticipation. There needs to be an aura of creepy subtlety to elicit a scare factor with this type of villain, something Mr. X already accomplished splendidly.

However, what is terrifying is the fact that Jill will be forced to fight this burnt-looking behemoth twice. His final fight in the laboratory should be prepared for like any other final boss, but the other one occurring at the clocktower beforehand is a traumatic experience. The front lawn of the tall tower is the arena when dueling Nemesis, and Jill will be cramped up against the surrounding walls and the burning debris of a helicopter while she is limping from an unavoidable status effect given to her during the cutscene that introduces this fight, giving Nemesis ample opportunity to have his way with Jill more so than in any standard encounter with him. Get ready to exhaust all ammunition and master the finicky dodge maneuver, because this is what is expected from the player for this fight. Also, pray a few times just to be safe. After being taken to the cleaners far too many times by Nemesis, I could not revert to my last save and explore the clocktower meticulously for any missing items, for the cutscene locks Jill to the top of the tower. This kind of action-intensive fight is not suitable for a survival horror game with tank controls and limited supplies. This encounter seriously made me consider restarting the game on easy difficulty and or abandoning the game entirely. So congratulations Nemesis, you are the newest inductee to the exclusive club of video game bosses that have made me whine like an upset puppy and raise my blood pressure from furiously screaming obscenities. Don’t pat yourself on the back with a sense of pride: if I had some sort of statuette of Nemesis, I’d imbue it with voodoo magic and shoot it point-blank with a revolver and burn the remnants.

Surprisingly enough, or maybe not so much if one reads deeply into Resident Evil’s linear notes, Nemesis is not the main antagonist of the game of his namesake. The apex of villainy across the Resident Evil series is and has always been the Umbrella Corporation that caused this entire mess. In fact, Nemesis was created by Umbrella as a countermeasure to eradicate all members of S.T.A.R.S that might blow the whistle on their involvement with the zombie pandemic, hence why all Nemesis can gravelly utter is the name of the organization. But Nemesis isn’t the only Umbrella associate out on the prowl tonight in Raccoon City. Jill will meet three members of an armed Umbrella task force assigned to dispose of anything infected by the T-Virus and rescue any remaining civilians. Jill is right to be untrusting of anyone who bears the symbol of her mortal enemy, but she must work alongside these guys due to running low on options for lucid human interactions to aid in her escape mission. It turns out that only one of the three men is an unscrupulous bastard, and that’s their leader Nikolai. This Soviet army veteran treats the whole T-virus epidemic as a front for business, willing to exterminate all that keep him from financially benefiting from it including some of his own men. Shoot this guy down with a bazooka when given the opportunity. Speaking of which, the other two Umbrella mercenaries are so disgusted at Nikolai’s callousness that they defect to aiding Jill instead. Carlos, one of the men who becomes the game’s secondary protagonist, takes a temporary role as a playable character in a hospital section where he retrieves a vaccine for an infected Jill. We see less of the other noble mercenary, Mikhail, on account of his grievous wounds, but sacrificing himself to save Jill on the cable car is certainly a noteworthy action of decency, right? Besides Wesker, these three men give the Umbrella corporation a face to attach with, and the reference we obtain from the mixed bag of interactions and intentions between them illustrates a complex moral quandary for what was previously an enigmatically evil force in the franchise. Perhaps the same complications of duty versus dogma can parallel real-life factions with bad reputations.

If I’ve played any third game of any franchise beforehand, and I certainly have, then my experience with Resident Evil 3: Nemesis should come as no surprise. The unification of Resident Evil’s tropes and mechanics seen in RE2 made it a tough act to follow, which can be said for most sophomore sequels for a number of franchises. Still, quelling the sensation of yearning from fans after they’ve played the peak of the series by rounding it out with a third game is always a requisite, even if these last hurrahs tend to overflow the foundation with additional attributes. Most of the additional attributes that RE3 wove into the fabric of the franchise are flawed at best and infuriating at worst, and I wish I could avoid the bad ones as deliberately as the unyielding monster at the center of the game. The best aspects of RE3 that make it a worthy entry are improving on the elements already in the franchise that Resident Evil 2 lacked, such as challenging puzzles in eerie environments instead of all the window dressing they figured would make a substantial difference. With a few noteworthy gripes withstanding, Resident Evil 3: Nemesis is still an effective note to end the franchise’s reign as the champion of survival horror on the original PlayStation.

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Attribution: https://erockreviews.blogspot.com

This review contains spoilers

Conker’s Bad Fur Day was the perfect swansong for the N64. What better game to send off the console other than with a crass, anarchic romp that wiped its ass with the family-friendly foundation that Nintendo facilitated and by the third-party developer that arguably made the greatest contribution in cementing its accessibility? Unsuspecting consumers assumed that Conker’s Bad Fur Day was yet another innocuous 3D platformer due to its Rareware pedigree and the fact that the game featured a furry, anthropomorphic protagonist. However, they were all flabbergasted at the game’s true colors underneath its intentionally squeaky-clean surface, even though the game box art featured an M-rating along with a disclaimer explicitly stating that this was not a game for children. All the while, Conker is holding a frothy mug of beer with his disturbingly voluptuous girlfriend, Berry. Even if someone is experiencing Conker’s Bad Fur Day knowing full well that the game is intended for mature audiences, the content is still pretty shocking. Rare created a game that shifted the light-hearted tone of their smash hits Banjo Kazooie and Tooie on its head without altering the cherubic visuals, inflicting obscenities on its storybook fantasy world and the cuddly characters that reside in it. Conker’s Bad Fur Day snuck in viscera and vulgarity into the pristine 3D platformer genre like a trojan horse, and uneducated parents were mortified when they inadvertently exposed their children to it. Grand Theft Auto III, another game released in 2001 that also garnered levels of contempt from the PTA boards around the world, at least made it obvious that children shouldn’t play it. On the other hand, Conker’s Bad Fur Day villainously duped parents with a level of deception that shattered their trust in the gaming industry, even though Nintendo did its best to warn them. All controversies aside, the provocative premise of Conker’s Bad Fur Day made it a breath of fresh air. The N64 was overflowing with many bright, cutesy 3D platformers thanks to Super Mario 64. The adult content of Conker’s Bad Fur Day acted as a self-effacing parody to signify that the genre had stagnated and needed to be buried alongside the console that harbored them. If Conker eviscerating the N64 logo with a chainsaw in the game’s introduction isn’t emblematic of its ethos, I don’t know how they could’ve conveyed it more overtly (okay, maybe Banjo’s severed head hung up on a plaque over the bar in the main menu). No one will argue against Conker’s legacy as a subversive title, but whether or not the game is up to snuff with its fellow 3D platformers mechanically is a point of contention.

Rare didn’t just whip Conker out of their ass when they sat down to devise the components of Conker’s Bad Fur Day. Squirrels are certainly an appropriately adorable animal, but it’s questionable where they fit on the hierarchy of cuteness next to cats, dogs, or even other woodland critters. Conker was once a budding IP Rare introduced by making Conker a playable character in the 1997 N64 title Diddy Kong Racing. The Conker IP debuted on the Gameboy Color with Conker’s Pocket Tales, a simplistic action-adventure game marketed towards a very young demographic, as one would expect from a game featuring a cartoon squirrel. Rare was initially developing a fully-fledged console follow-up on the N64 titled Twelve Tails: Conker 64, but the early reception was less-than-enthusiastic. Developers were worried that kiddy Conker would wilt under the overcasting shadow of Banjo-Kazooie, for the game mirrored the inoffensive, mirthful atmosphere of the Banjo games to the point where it seemed derivative. In order to give Conker an identity of his own, Rare pulled what Hannah-Barbera did with obscure 1960s cartoon superhero Space Ghost and reinvigorated him into the realm of maturity, albeit with crude humor as opposed to dry, off-kilter absurdism. Immediately, Conker’s Bad Fur Day illustrates the squirrel’s transformation in the opening cutscene when he leaves his girlfriend Berri a message from a bar payphone to tell her he’s coming home late so he can buy another round with the boys. He gets sloppy drunk, ralphs on the ground, and loses himself in a drunken stupor. Whether it's a matter of lying to his girlfriend or binge drinking, Conker is clearly an adult putting himself in adult situations.

Ironically, Conker’s Bad Fur Day excels the most in the least edgy aspect found in the game, and that’s its surface-level presentation. The most fortunate thing about being the last hurrah in a console’s lifespan is having the advantage of hindsight paved by the shortcomings of your predecessors who were busy finding their way through uncharted territory. In the annals of gaming history, there hasn’t been a more arduous terrain to trek through than buffing out the cracks of 3D graphics in the N64 generation. Conker’s Bad Fur Day couldn’t transcend the rudimentary snags that beset the N64, or at least to the point where the player could clearly discern every strand of fur on Conker’s body. After five years of developing early 3D games on a console that looked like blocks of airbrushed chunks of cheese, Rare flaunted their experience in developing for the N64 and made a game that proved to be the pinnacle of the system’s capabilities. Conker’s Bad Fur Day is, bar none, the most gorgeous N64 game from a graphical standpoint, something unexpected from a title that brandishes such vulgar content. The graphics here don’t look too unfamiliar to the typical N64 aesthetic, but Conker’s Bad Fur Day pushes itself beyond its contemporaries through an elevated scope. I’ve always claimed that early 3D games that adopted a more fantastical, cartoonish style looked the most appealing. The developers could render something fittingly unrealistic under the confines of early 3D instead of attempting to emulate actual humans and real-world environments to expectedly lackluster results with such games as Goldeneye. Conker’s Bad Fur Day could essentially function as an interactive cartoon like all of its fellow 3D platformers, but the secret ingredient lies in taking the wide scope of some of Banjo’s levels and using that design consistently. The area of Conker’s Bad Fur Day that acts as the nucleus of the game’s world is a hub whose grassy valleys and hilly peaks create a diverse range of elevation, making Conker look small and insignificant. Interior areas such as the gothic castle and the prehistoric chamber are magnificently spacious, and the inner sanctum of the dung beetle’s operation is like a poopy Paradise Lost. Even the cliffside waterfall in the tutorial section looks splendorous. The best levels from the Banjo games were those with a wide proportional setting and expansive parameters. Conker’s Bad Fur Day makes something relatively cohesive with the same design philosophy. With a few refinements to the shape and tints of character models and settings, Conker’s Bad Fur Day makes it apparent how far the N64 has come since Mario was hopping on a series of colored blocks in the N64’s infancy.

Another contributing factor to Conker’s stellar presentation is its cinematic flair. The game doesn’t present itself as if Hideo Kojima is at the helm, but like with its graphics, Conker’s Bad Fur Day makes due with what the N64 obliges and delivers spectacularly. A substantial portion of Conker’s Bad Fur Day’s humor is delivered through dialogue during cutscenes interspersed between gameplay moments. On the screen, dialogue is presented through speech bubbles, a fittingly comic touch that accentuates the game’s cartoon visuals. Bubbles with text that pop up on the screen never overflow and become jarring because the text refreshes with every spoken line, and conversing characters are never shown on the screen simultaneously. As you can probably guess, a strong facet of the game’s vulgarities is the foul language that spews from the mouths of the characters. Funny enough, Conker’s dialogue is saintly compared to every single NPC character's colorful stream of verbal sewage. Maybe this was done to make Conker seem more like a stranger in a strange land, a hostile environment marked by inhospitable rudeness. Either way, the language in Conker’s Bad Fur Day is caustic enough to make an aging schoolmarm say seven hail marys. Another surprising choice from the developers regarding the dialogue was to censor the word “fuck.” Don’t worry: the mother of all swear words is used frequently by the characters in a myriad of varieties, but any utterance of the word is bleeped like it’s on TV with a series of violent characters obscuring the word in the speech bubble. Somehow, keeping the overall language PG-13 by censoring “fuck” makes the game sound more explicit, with the grating sound of the bleep ringing louder in the player's ears than if they kept the dialogue as is. I’m surprised none of the NPCs ever told Conker to see you next Tuesday if you catch my vernacular. Rare is a British company, after all. Speaking of which, a mere three voice actors deliver the profane lines, and they all struggle to mask their British accents. Some voices, like Conker, occasionally seep in a British inflection on what seems like an accident, while others, like the dung beetles, sound like the Gallagher brothers from Oasis. Whether or not the voice actors are making an attempt to veil their accent, the cadence of the line deliveries consistently sounds like the voice is an improvised impression that is slowly deflating. Do not expect vocal performances with range or emotion; I’ll give the developers the benefit of the doubt that perhaps it’s another mark of the game’s wacky eccentricities rather than bad direction.

Also, do not expect Conker’s Bad Fur Day to amaze the player with an extravagant plot. Conker’s mission throughout the game is just to find his way home, like a scatological Homer’s Odyssey. Conker’s journey is a roundabout trek through a no man’s land where each step onward won’t lead him closer to his goal but provide another distraction with its own secondary arc. Any characters Conker comes across have a perfunctory presence whose transient impact on the story leaves no lasting impression. Sections of the game’s story are listed in chapters, divided by notable scenes like how the aforementioned Greek epic is structured. Similar to how everyone remembers individual parts of The Odyssey, such as the bout with the Cyclops or avoiding the Sirens, the player will similarly recognize the events of Conker’s Bad Fur Day. The pinnacle moment of each chapter is obtaining dollars: hopping, cigar-smoking stacks of money that serve as the game’s one collectible. Adult Conker is a man’s man who is motivated by money, alcohol, and poontang, so of course, all three of these things are featured in his mature breakout title in some capacity. The cutscene that triggers when the player collects these wads of cash shows Conker’s pupils shifting into dollar signs as they scroll up in his head like slot machines, with Conker expressing an ecstatically wide, toothy grin. If you’ve played any other 3D platformer game, you’ll know this is a nod to the brief, victorious celebration that a character performs when they earn another one of the main collectibles (Super Mario 64, Banjo, Jak and Daxter) and Conker’s expression never fails to amuse me. I’ve heard that collecting the money unlocks new areas and progresses the game, but I found this inconsistent. Judging from the placement of these chapters in the main menu, I completed the section with the barn way before the game was intended, and the game did not direct somewhere else on the map.

I’d claim that Conker’s Bad Fur Day is a deconstruction of the archetypal hero’s journey, like the cash collectible is for gaming tropes, but I feel I’d be giving the game too much credit considering the half-assed conflict scenario they conjured up. Meanwhile, the Panther King, the mighty monarch of this land, notices a problem while sitting on his imposing throne. The table on which his glass of milk resides is missing a leg, and he cannot hold it due to its irregularity. His scientist advisor deduces that placing a red squirrel as an alternative for the missing leg is the only logical solution, for a red squirrel is the optimal size and color. The Panther King’s weasel army sets out to capture Conker so their snarling highness can drink his milk in peace. Is this really the best source of conflict you could come up with, Rare?

Perhaps I can’t be too critical of the game’s arching plot because it seems evident that Conker’s Bad Fur Day is a series of events that serve as a collective. Because the nature of this kind of story is episodic, a good ol’ highlight reel is needed to detail Conker’s finest moments. Calling Conker’s Bad Fur Day crude is a statement that even Captain Obvious wouldn’t bother to utter. Each chapter in the game involves a fresh slew of characters and scenarios, so the game has plenty of opportunities to be uniquely offensive. For those of you who are particularly squeamish, chapters like “Windy” and “Barn Boys” feature the visceral combustion of precious farm animals. Conker feeds an irritating rat so much cheese that the gas built up by lactose causes him to inflate and explode like a watermelon, while the cows are disposed of by the ramming of an irate bull after they defecate enough for the dung beetle’s liking. Several local villagers are abducted by Bat Conker in “Spooky” and are liquidated by a spiky, medieval contraption in a room of the Count’s mansion as a means for the ancient vampire to feast on their gushy remains. Conker sacrifices an infant dinosaur he hatches to gain further access to the “Uga Buga” level, where a giant stone slab crushes the adorable beast into bloody mincemeat. To be fair, the creature had blood on his hands as he devoured every caveman in sight until he was pulverized. If blood and guts don’t turn your stomach, Conker’s Bad Fur Day also offers up a slew of raunchy moments involving intimate bodily fluids and lewd, sexual content. One of Conker’s adult vices that I briefly touched upon was alcohol, and the stupid bastard didn’t learn his lesson from the night before. In two sections, guzzling booze from a keg will get Conker sloppy drunk, and the objective is to unzip his pants and douse enemies with his piss. Do I need to comment on the content involving fecal matter any further? Actually, the shit in Conker’s Bad Fur Day stacks up so high that it hits the fan with The Great Mighty Poo, a magnificent mass of sentient poo so grand that it developed a singing voice to match its immense size. This boss fight that also factors as a musical number is one of the greatest boss fights in gaming history, and I will not dispute this claim with anyone. There is no explicit nudity in Conker’s Bad Fur Day, but the game still teeters with the western world’s most touchy taboos. The Boiler Room boss inside the vault brandishes a pair of iron testicles that Conker must wallop with a set of bricks. The fight against Buga the Knut, the king of the cavemen, involves making his pants fall down like King Hippo, only this neanderthal isn’t wearing underwear, and Conker must make the miniature T-Rex he hypnotized chomp off chunks of flesh from his big, naked ass. After that, Conker takes a crack at his tall, buxom cavewoman, for the well-endowed sunflower he encountered earlier weirded him out (as it did for the rest of us). Look at Berri and tell me with a straight face that she’s a dynamic character and not a trope of sexual objectification (you can’t). People nowadays might take offense at a Beavis, and Butthead duo of a paint can and brush bullying a pitchfork into hanging himself, which he fails because he doesn’t have a neck.

The million-dollar question on the content of Conker is if it is still funny after all these years or if it was funny, to begin with. During the late 90s and early 2000s, comedy’s initiative in raising the bar included the foulest and most deplorable things that media in the past wouldn’t dare to display. One could probably compare Conker’s Bad Fur Day to South Park, for they both broke ground in the vein of depravity for their respective mediums around the same time. However, Conker’s Bad Fur Day doesn’t mold its crude humor into a satirical substance like South Park tends to do. All we can do with Conker’s content is marvel at how these perversities managed to elude the censors for shock value. On top of the shlock, the meta humor, film references, and other humor tropes common at the time make me groan. The A Clockwork Orange Kubrick stare and the D-Day recreation from Saving Private Ryan are effective, but I’ve seen these parodied countless times. Am I not seeing the comedic genius because I am experiencing this game twenty years after it was released? The most amusing aspect of Conker’s Bad Fur Day is how much it borrows from Looney Tunes as its prime source of cartoon inspiration. Conker is essentially a more sociopathic Bugs Bunny, treating all the people around him with sarcastic glee and derision. Just substitute a beer for a carrot, and the word “maroon” for “wanker” and the resemblance is uncanny.

I can forgive the dated humor in Conker’s Bad Fur Day, but I cannot overlook the game's severe mechanical problems. One would expect an adult-oriented 3D platformer to offer more of a challenge, but I feel Conker provides one unintentionally. Overall, the game is fairly lenient, with difficulty in terms of approaching obstacles and with error. In another attempt to jab at video game tropes, actions in the game are reserved for “context-sensitive pads” seen everywhere with the letter B. A lightbulb will appear over Conker’s head, and he’ll proceed to whip anything out of his ass to solve a problem. Usually, these instances are pretty straightforward. The video game trope of multiple lives is explained by a diminutive, churlish depiction of the Grim Reaper once the player dies for the first time. Apparently, a squirrel is an animal with multiple lives like those blasted cats he despises, and extra lives are tails hanging off of random places around the map. To stave off bothering Grim, tabs of chocolate are displayed as the game’s health item, totaling up to a maximum of six. Chocolate is everywhere, and thank the lord because Conker constantly depletes it due to falling. Even the most tepid of tumbles will hurt Conker, which isn’t fair, considering he’s a character with the power of flight. The player can execute a high jump and glide for a short distance, hurting Conker. Don’t believe me? Try it out for yourselves. The chapter of “Bat’s Tower” was especially tense because of this. On top of this, aiming Conker’s flight trajectory is a finicky task due to Conker’s base control feeling like years of drinking have made him half-paralyzed. Add a restricted, uncooperative camera in the mix, and the game reminds me less of Banjo Kazooie and more of Super Mario 64. Ouch.

Controlling Conker already sounds bad enough on a base level, but it’s made much worse anytime the game features anything outside the realm of platforming. Unfortunately, this happens a lot. Notorious examples include swimming underwater in the vault and the blistering lava race, but these end quickly as opposed to the game’s shoddy shooting controls. Getting rid of the hostile dung beetles at the beginning with a slingshot is an early sampler of these, and it’s uneventful due to the sluggish speed of the bugs. The hive turret is sort of uncooperative, but the one-shot damage of the bullets does enough to compensate. The pinpoint accuracy needed to kill the zombies in “Spooky” is excruciating, but it’s only a small factor of the entire chapter. The lengthy period of the game that makes shooting a core mechanic is the WWII-inspired “It’s War.” War is hell enough, but having to mow down gangs upon gangs of evil Tediz as a one-man army feels like we’ve plunged into the seventh circle. The shooting controls in Conker’s Bad Fur Day are some of the most slippery and unresponsive I’ve seen across any game I’ve played. The Tediz do not have to adhere to piss-poor controls, so they’ll easily bushwack Conker while he’s lining his sights. This especially becomes a problem during the chapter’s escape sequence on the beach, where the Tediz can obliterate Conker with one bazooka shell, whereas Conker has to stop and carefully aim. This chapter made me feel like I just underwent a campaign overseas and started feeling the stages of shell shock. Conker can't be a renaissance man if he already struggles with his main mechanic.

I’ve given up on making sense of Conker’s plot, but the ending of the game bothered me. Once Conker returns from war, the weasel mob boss wants him and Berri to complete a bank heist, and this operation is a full-on Matrix reference, complete with all of the action sequences we’ve seen parodied to death. At the end of the vault is the Panther King, who has become impatient waiting for Conker and decides to face Conker himself. Unexpectedly, his contemptuous scientific underling has slipped his boss a mickey in the form of yet another film reference: the xenomorph from Alien who bursts from his chest. Not an alien with a striking resemblance to H.R. Giger’s creation, but the alien itself. How did Rare not get sued? Conker even duels the alien as the game’s final boss in the yellow mech and says, “get away from her, you bitch!” when it hovers over Berri’s lifeless body. The fight proves too formidable for Conker, but before he is torn to shreds, the game freezes as Conker uses this opportunity to request more accommodating circumstances for this scenario. He decapitates the xenomorph with a katana and succeeds the Panther King as the land’s royal leader. A postmodern meta moment like this is not surprising, but placing it in the game’s climax feels rather contrived. Then again, the game’s plot was already contrived. One thing I like about the ending is swinging the xenomorph by its tail in an homage to the Bowser fights in Super Mario 64. As far as I’m concerned, it’s the most clever reference in the game.

It goes without saying, but Conker’s Bad Fur Day certainly stands out from the rest of its 3D platformer contemporaries. The game perches itself on the tower of backs made from its N64 brethren to poke and prod their foundations while excreting an unspeakable cocktail of piss and shit down their trail. Games like Super Mario 64 and Rare’s Banjo games walked so Conker’s Bad Fur Day could run, and the game has shown through its presentation that it can run pretty fast. Unfortunately, the game did not have the stamina or gaming competency to do the hundred-yard dash, making it a fellow contender instead of the undisputed king. Conker’s Bad Fur Day is a case of style over substance, and even then, the smutty style that launched it into the stratosphere is a bit too sophomoric and is ultimately a product of its time. Nevertheless, Conker’s Bad Fur Day is still a unique experience not for the faint of heart, and rest assured that there won’t be another game like it released in the future.

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Attribution: https://erockreviews.blogspot.com

Super Smash Bros. has always been about putting as many characters from Nintendo’s backlog into the fray. This way, the lost and the damned of Nintendo’s history could get a chance to be among the greats. I can’t think of more forsaken Nintendo characters than the Ice Climbers. They are so menial that starting up Super Smash Bros. Melee and seeing them in the character select menu garners a resounding “Who?!” from everyone. Even Mr. Game and Watch had more notoriety than these poor saps. Alas, they do have a legitimate place in Nintendo’s history, as minuscule as it might be.

The Ice Climbers are characters from a 1985 arcade game that predates the NES/Famicom by a few months. It was ported with the NES when the console launched and was among the early titles of the NES like Excitebike, Balloon Fighter, etc. Like those games, Ice Climber is a simple game with a simple premise. Two color-coded Eskimos named Popo, the blue one, and Nana, the not blue one (come to think of it, these characters are so paltry that I think they were given these names when Melee was released) climb a mountain and try to get to the top. Along the way, they encounter hostile creatures like wooly creatures referred to as Topis, birds, and even polar bears. Luckily, the climbers are equipped with a hammer to whack these enemies away. The very top of the mountain acts as a bonus stage where the climbers are timed to jump into the talons of a Condor pacing back and forth at the peak. Various temperate vegetables like eggplants, mushrooms, lettuce, etc. can be acquired for bonus points.

Being a 21st century kid that grew up with 3D games with bigger narratives, these simple points-driven games on the NES never really held my attention. In saying this, there is still a lot fundamentally wrong with Ice Climber. To ascend further up the mountain, the player has to break the barrier above them brick by brick by jumping. Every brick except for the icy bars at the top can be broken to make a passageway, and thank god because aiming for one is incredibly imprecise. The jumping control in this game is god awful. Popo feels fluid when he moves normally, but he jumps so rigidly you’d think he shits his pants in mid-air. Considering the objective is climbing the mountain by jumping, this puts a gigantic damper on the game as a whole. One would think a simple game wouldn’t have problems in the controls department, but one that does makes the game almost unplayable.

It should be noted that the player only plays as Popo. Nana is confined to the second player in co-op mode. They don’t have a Mario and Luigi relationship, but more like Sonic and Tails with both characters sharing the same screen simultaneously. The second player is insignificant as whenever they die, it’s inconsequential. When Popo dies, it’s the end of the line. I thought this brand of blatant sexism came from Super Smash Bros. Melee as the Ice Climbers fight with that same dynamic. I guess I can rest easy knowing that this was just a nod to how things worked in their game, but it still doesn’t work. Why can’t the two players compete with each other to climb the mountain? Why would this task be a cooperative effort if one player is totally supporting the other? Dragging another person up this mountain with the horrendous jumping controls sounds like a form of frigid hell.

After debuting in the arcades and providing supplementary material for the early days of the NES, Ice Climber never really returned. There were no sequels and no revival franchise like Nintendo decided to do with Donkey Kong. Ice Climber was just a flash in the pan in gaming, and that’s putting it generously. Their one game, this mediocre, poorly executed vertical platformer, explains why they were proverbially left on the frosty mountain peak to be buried away by time. It almost makes me wonder why Nintendo decided to put them in Super Smash Bros. as early as its second entry. At least I like them there. I was even disheartened when they were omitted from the fourth game.

Edit: I stand corrected. Their names are Popo and Nana in the Japanese version of the game.

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Attribution: https://erockreviews.blogspot.com

I imagine that the appeal of this game was more for the parents than the children. With 52 games at a reasonable price of $199, they probably thought that this was the economic solution for purchasing video games. They figured that this collection would last them a lifetime of entertainment and that they could get out of buying video games for them in the future. Little did they know, the entire NES library is more appealing than EVERY single game in this collection.

Every kid who purchased this game back in the ’90s should be eligible for reparations.

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Attribution: https://erockreviews.blogspot.com/

Here’s a little trivia question for all you frothing nerds with too much useless information in your memory banks: what is the first PlayStation game that forbade the use of the classic PlayStation controller model, igniting a downward spiral that soon rendered it obsolete and ushered in the age of the Dualshock that still persists today with Sony’s game consoles? Was it yet another innovation that the first Metal Gear Solid contributed to the medium? Is it perhaps the reason why Final Fantasy VII is still held in such high regard? Perhaps Crash Bandicoot needed the double analog control scheme to perform rude gestures with, obnoxiously sticking double barrels in the air at Neo Cortex upon dismantling his laboratory? If you guessed any of these classic titles on the original Playstation, you’d be dead wrong. However, if your guess was Crash Bandicoot, you’d at least be on the right track. The Playstation title that dared to reject tradition and embrace experimentation is the 3D platformer Ape Escape. While some well-versed video game historians might sometimes credit Ape Escape with its place as a dividing line between the beta model of the first 3D console controller and its more practical superior, the general public of gaming seems to have forgotten it. In fact, Ape Escape is seldom mentioned alongside its 3D platformer contemporaries such as Crash or Spyro, much less in the grand scheme of the entire era of the 3D platformer across all consoles that Ape Escape was staunchly a part of. Tis’ a shame, for Ape Escape’s reputation, is worthy of more than simply a footnote in the early history of Sony’s tenure as a video game console heavyweight.

Ape Escape’s premise is fairly self-explanatory. The monkeys have escaped from the zoo, and pandemonium ensues. Specter, their savior, is an albino monkey (even though he barely resembles the same simian phenotype of his peers) that has been granted the gift of superintelligence by an experimental helmet. His superior capacity for insight makes him realize that he and his fellow chimp compatriots are under an oppressive human shadow while living at the zoo. But simply liberating himself and the other monkeys from captivity is merely step one of Specter’s master plan. The bigger picture here is that while Specter and the rest of the apes are free from human confines, humans are still the dominant species on the planet. To usurp the biological throne from human hands, Specter uses the time machine built by the professor who also made his helmet, and sends fleets of apes across a myriad of past periods throughout time, rewriting the course of history and ensuring that the apes come out on top in the present. Fortunately, the human race isn’t doomed to be subservient to their pre-evolved species, for their fates lie in the hands of an adolescent boy named Spike who will chase the apes across time to put them in the rightful, diminutive places. The developers ostensibly skimmed over the plot premise of 12 Monkeys and didn’t bother to actually see the film in full while multiplying the amount of time-traveling monkeys by a factor in the triple digits.

Recapturing the apes involves using a net apparatus so comically sized that it’s fit for Dick Dastardly but hey, we’re catching monkeys here, not butterflies. Using the net on the field is (technically) not assigned to a simple button, for it and the other gadgets Spike needs to restore balance to the world coincide with Ape Escape’s innovative, dual-analog control scheme. The direction of the net’s downward swing depends on whichever 360-degree swing the player executes on the right analog stick. The same function also applies to the lightsaber modded as a stun stick to briefly subdue the apes whenever they run from Spike or when encountering other enemies scattered across each level. Spike’s gadget inventory is found in the pause menu, but he can assign a total of four of them to use in a roulette by each button on the controller. The saber and the net are already assigned to the triangle and X buttons, and the player should ideally keep the two on those buttons because of their constant usage. The other gadgets juggled around both the square and circle buttons include a monkey radar that tracks the general direction of nearby apes, a slingshot for projectile damage, a hula-hoop that gives Spike a temporary speed boost when swung around, and an RC car. I don’t know exactly how to compare the neon-glowing gadget that allows Spike to glide, but I always feature this gadget in an inventory slot because how it allows Spike to mitigate gaps between platforms. Obviously, placing the utility of each gadget on the right analog stick is unorthodox, especially since this is the first game that featured the use of the extra protuberance. In execution, using every gadget is surprisingly smooth, with the circular span of the beam weapon and the net as a testament to that. Rigidity is never an issue while using the gadgets. Relegating the jump mechanic requisite for all 3D platformers to the R1 button is arguably an even stranger facet of Ape Escape’s control scheme.

As innovative as Ape Escape’s control scheme is, it is ultimately the next page in the 3D platformer playbook written by Super Mario 64. I suppose Ape Escape verges more towards the collectathon angle of the genre, only if screeching apes that scurry away from Spike when they spot him count as collectibles. The objective in each level of Ape Escape is to catch an arbitrary number of pesky primates located all around the map doing various mischievous things. Ape Escape is cut from the cloth of the exploration-intensive 3D platformer, as Spike is dropped onto the landscape and is free to roam around it in whichever direction he chooses to seek out the rogue chimps. Despite its relatively free-flowing design, Ape Escape unfortunately borrows the boot-out system from Super Mario 64. Once Spike apprehends the number of monkeys that the game assigns in the objective, Spike returns to the hub located in the present day. The amount given in the objective will never be the total number of monkeys swinging around, so he will always leave the level incomplete. While I enjoy the fact that the game doesn’t force measures of completion upon the player, I wish the game gave the player the option of staying in the level if they so choose to wrap things up nicely and put a tight Christmas bow on their package of recaptured monkeys. Banjo-Kazooie existed a year before Ape Escape was released, so perhaps borrowing the totally free-flowing, sandbox design philosophy of that game would’ve fit Ape Escape more suitably as opposed to the initial 3D platformer influence.

Capturing monkeys encompasses the entirety of Ape Escape, save for the two racing missions placed in between two worlds. The gameplay variety isn’t exactly nuanced, but the game does its best to divvy up the constrained parameters of its main objectives. I claimed that the monkeys would bounce around evading capture, but the dynamic isn’t simply predator versus prey for each one. As the game progresses, the monkeys will resort to desperate tactics to maintain their freedom. The grunts of Specter’s operation will throw banana peels in Spike’s way so the boy will slip and fall, a wise use of classic money resources if ever. The higher-ups are stacked with some serious firepower that they must’ve somehow stolen from the modern military. Some have machine guns and energy blasters, and others will spurt a barrage of missiles at Spike from a backpack. The irritating bounciness of their jumping around and their no-nonsense weaponry is why I suggest using the element of stealth when approaching them if possible. Still, the variety of the monkeys, as ruthless as they can be at times, offer a fair and engaging difficulty curve in what becomes the standard grind of the game. Also, the enemy variety from the digging sprouts that shoot pellets to the winged creatures expands on that variety splendidly. The only other collectible is the golden Spencer tokens used to unlock minigames in the hub. Seek these out only for the steeper platforming challenges they offer, because the minigames do nothing but reference the potential of the dual analog sticks, which is something that we are more than familiar with in retrospect.

While the events of the past are firmly etched in the history books that ground them in some kernel of reality, at least a game developed at the turn of the millennium has a plethora of time periods to reference. Specter evidently went to the deepest measures of time to secure the ape’s place as top dog, for Spike reverts the time machine back millions of years in the past to the prehistoric ages. Because these levels occur long before the dawn of civilization, foregrounds are heavily naturalistic jungles that feature unkempt grass, water rapids, and sizzling volcanos. One level takes place mostly in the tender, spacious insides of a carnivorous dinosaur named Dexter, a personal highlight that certainly deviates from the rank humidity of the outside (what is with this era of gaming and its fascination with exploring the insides of giant creatures?) The ice age shifted the climate balance of the previous prehistoric levels on its head with roaring blizzards covering the land in a quilt of thick snow, but the overall topography still retains a dearth of man-made structures and a lack of a busy, congested atmosphere. Eventually, the levels that take place in the era of humanity involve Spike traveling to feudal Japan and the Xin Dynasty era of China, and then to a castle in the Middle Ages of England. After that, Spike returns to the present to find that Specter’s manipulation of the space-time continuum worked well in his favor, and Spike has to eradicate all of his adulteration in the bustling city streets of the modern day. While I appreciate that Ape Escape doesn’t permanently stick Spike in environments where he must wade through untouched wilderness, the developers failed to reach the full potential of Ape Escape’s time travel theme. I don’t think I have to tell anyone that there were several time periods between the Middle Ages and the turn of the 20th century. It would be marvelous to see monkeys riding in horse-drawn caravans on The Oregon Trail, see them perched on the Empire State Building in the 1920s, or storm Normandy during WWII. Alas, the restrained level themes along with the paltry amount of them make Ape Escape a brief experience.

Ape Escape is also probably too silly for its own good. It’s a game with a kooky concept of hunting time-traveling monkeys but even then, Ape Escape goes overboard with this premise in its presentation. Ape Escape has bar none the worst collective voice acting I’ve ever heard in a competently crafted triple-AAA video game. It makes the performances of the first Resident Evil game look like a production of Hamlet performed by the gilded Shakespeare Company, and that game is one of the most notable instances of wretch-worthy voice acting of all time. All dialogue from every character is choppy and sounds almost like the voice actors are treating every line facetiously. When a man is being pursued by a monkey on the city streets, his frantic line of “help me, help me!” is delivered as if it was uttered by someone making fun of him while people watching. Even if there was no one in the recording booth to offer guidance, absolutely no one should seriously think speaking any line with this total lack of delivery should be acceptable. Specter’s voice does not match his menacing, Clockwork Orange stare at all, making every interaction with the game’s primary antagonist laughable. By the time Spike reaches the final level of Specter’s carnival, the game attempts to funnel in a lesson of growth with Spike’s character and his soaring capabilities as a hero, but I’m not slurping this down as a point of narrative substance. Ape Escape didn’t need to be campy or profound: the base wackiness should already strike a tasteful balance. While we’re at it, I can’t think of a more useless secondary antagonist across gaming (or all media) than Jake, Spike’s blue-haired friend who is under Specter’s spell and starts to work for him. I don’t care how intelligent Specter has become, no amount of high cognition will ever give someone the ability to possess people. Perhaps Jake contracted brain worms from inhaling the fumes of monkey feces for too long? Whichever it is, the developers didn’t need to shoehorn him into the game as a villain to motivate Spike to save the world. I would think that preventing an alternate timeline of being a monkey’s neutered pet bitch would be a substantial enough incentive already.

Ape Escape’s colossal strengths as a 3D platformer lie entirely in its gameplay. What could’ve been just a glorified tech demo for Sony’s new controller model and its capabilities resulted in something that surpassed all expectations. The fluidity of the analog controls is impeccable, and the unique objective involving swiping up monkeys in a net never grows tiring. While I remain yearning for a wider range of level concepts with the time travel theme, at least the modest amount of levels on display are designed to foster an inviting sense of exploration. Ultimately, Ape Escape might have crumbled in the eyes of gamers because it’s kind of dumb. Yes, dumber than an orange marsupial conquering a mad scientist with nothing but a pair of jeans. Still, it’s dumb fun all the way through. If Ape Escape was the beta test to see if the Dualshock would be functional, then no wonder the controller still reigns supreme.

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Attribution: https://erockreviews.blogspot.com

This review contains spoilers

Thank fucking God that there wasn’t a Metroid game on the N64. It might sound cruel and imperceptive to belittle the chronic anguish that Metroid fans felt during the franchise's eight-year hiatus after Super Metroid was released, for I don’t have a firsthand account of this period because I was born during the span of time. For those of you older than I who waited with a growing, uncomfortable anticipation just to be stood up by Nintendo, I sympathize with your grief. I must’ve felt like hell knowing that the ecstatic kid from that viral N64 video booted up Super Smash Bros. that Christmas Day and readily recognized every character in the starting roster from their individual N64 titles except for our beloved space-age heroine, and you couldn’t fault his ignorance. Despite the Metroid franchise taking a lap generation during such a crucial time in gaming history, I still defend my position that the near decade of inactivity proved to be for its benefit. Metroid’s gameplay is more difficult to translate to a 3D environment compared to Nintendo’s other properties. Castlevania defined Metroid’s idiosyncrasies with Symphony of the Night, giving credence to Metroid’s core design philosophy which is staunchly two-dimensional. Many transitions to 3D from franchises born in the pixelated era had to sacrifice a certain amount of detail in the environments in order to render the 3D competently. Compare the varied terrain and elaborate setpieces in A Link to the Past’s Hyrule Field to the echoey vacant one in Ocarina of Time. While subtracting the number of attributes in the foreground can still fundamentally work in Zelda, doing the same for Metroid would exponentially compromise its rich, intricate design to the point of total obliviation. If I had to guess, a 3D Metroid would be similar to the two 3D Castlevania games on the N64: 3D renderings that completely botched its 2D source material with awkward combat and a camera so wonky that it makes Super Mario 64’s Lakitu look like he has the cinematography prowess of an esteemed Hollywood director. To be fair, translating the Metroidvania genre in 3D is a tough task even in this day and age, with only a select few 3D games borrowing only a few assets without emulating the 2D genre to its full extent. Nintendo knew that Metroid was going to need a longer bout of consideration before they planted Samus in a 3D environment, and the eventual revelation came to fruition one generation later with the glorious Metroid Prime on the Gamecube.

Of course, we all know that Nintendo’s four-ported lunchbox was where all the 3D dreams went to die, or at least it was for all of those who were formally introduced to the dimension in the N64 era. After half a decade of buffing out the cracks of the three-dimensional realm, Nintendo decided to innovate even further in the second 3D generation with radical ideas that upset those who were used to the loyal 3D reimaginings of Nintendo’s staple series seen on the N64. Metroid’s major offense on the Gamecube was immediately absolved upon its release unlike the cases of The Wind Waker’s graphics or Super Mario Sunshine’s setting, but it did make many fans weary when it was announced. Nintendo’s heavily premeditated plan to efficiently translate Metroid into a 3D game was to develop it as a first-person shooter, something completely unorthodox that caught everyone off guard. Not only that but the game would be outsourced to an American developer called Retro Studios as their debut project. Considering the circumstances, the fans all figured that Nintendo should’ve released a shovel with Metroid Prime to bury Samus’s corpse alongside every fan’s collective hopes and wishes for their idealized first 3D Metroid experience. Such a grand responsibility in the hands of amateurs with an untested mechanic at the helm spelled emanate disaster for the Metroid franchise. Even though things looked bleak and uncertain, the finished product assuaged the skeptical fears of the masses. The modest group at Retro Studios executed Nintendo’s baffling ambitions for Metroid’s 3D debut extraordinarily without compromising on the traditional Metroid experience.

As I said before, my earliest gaming memories can only recall the successful impact that Metroid Prime had after it was released, and the recollections during the period of despair I only know from popular sentiments that have been chronicled for reference. As someone who wasn’t busy hyperventilating at the thought of Nintendo dooming the Metroid franchise at the time, I can express that Nintendo shipping the responsibility of developing Metroid Prime off to an American studio was always a brilliant idea. Think about it: every single notable first-person shooter before Metroid Prime’s creation (and to this very day) was developed and produced in the western world. For some reason, the immensely popular genre never made an impact on the industry titan that is Japan, making the first-person shooter as American as apple pie (with some examples from Europe as well). Truthfully, any renowned Japanese studio would’ve been as inexperienced in developing for the first-person shooter genre as Retro Studios was, so why not assign the duty to a group of Americans in which their second-amendment rights allow lead and gunpowder to flow through their bloodstreams? Perhaps people assumed that an American studio would bastardize Metroid by formulating the series as a crude, hyper-violent bloodbath where Samus wears nothing but a skimpy bikini, which I’m not sure is an unfair indictment of the FPS genre or American media as a whole. Fortunately, the game showcases the utmost respect the developers had for the source material and how they masterfully coalesced a 2D character into a 3D environment with FPS mechanics.

While Samus infiltrates the Space Pirate-operated Frigate Orpheon orbiting over the planet of Tallon IV, a series of force fields impede Samus from progressing any further past the outer gates of the facility. Four red buttons located on each corner of the force field’s boundaries imply that interacting with them will most likely manipulate the activeness of the shield, so shooting them with Samus’s distinctive blaster will switch them off. The ones at face level can be shot with a simple tap of the A button, while the two situated above Samus require more consideration from the player. By holding down the R trigger, the player can aim the blaster manually in a myriad of directions, and they’ll use this often to clear out overhead enemies that Samus will encounter throughout the game. However, it’s more likely that the player will embrace the option given to them on the opposing L trigger, which locks onto enemies and objects to ensure more accurate aiming. Holding down the L trigger will automatically lock onto anything significant in Samus’s peripheral range, which varies from enemies, objects, switches, and other points of interest. Deeper into the Frigate, the lock-on system is tested in combat with the defense turrets, a common enemy type in Metroid Prime whose stationary status makes for ideal practice fodder early on. The Parasite Queen, the game’s first boss, is the pinnacle of Metroid Prime’s test run with the combat as the player will shoot at the slimy beast through an exposed crevice as it’s suspended upward in its cylindrical chamber. Like Ocarina of Time before it, the lock-on mechanic is a helpful aid to ease the player into the transition between the familiar 2D combat and the radical shift of 3D.

For more robust enemies with legs and wings, the player will gain more perspective on Metroid Prime’s combat as soon as the surviving Space Pirates rear their ugly heads out of the shady corners of the station. Combat in Metroid Prime is ultimately more defense-oriented as the enemies are quick on their feet, and their rapid-fire projectiles will penetrate through Samus’s armor quickly until her energy tanks deplete and she screams in bloody terror upon dying, with her visor flashing off like an old television. Using the lock-on feature ensures that each shot from Samus’s blaster has an almost certain likelihood of hitting the enemies, so the player’s objective during combat is to dodge their array of firepower with the dash move. While locked on, the player can strafe from left to right with the swiftness of an intergalactic ninja, evading the barrage of energy bullets. Samus is more agile than the average FPS protagonist, compensating for the fact that the environment of a Metroid game doesn’t have as many foreground pieces to duck and cover behind. More so, Samus’s shrewd mobility can be attributed to the developers loyally translating Samus’s platforming origins in the FPS genre, as platformer characters tend to be more sprightly than the more action-oriented FPS protagonists, who usually only need to occasionally scale a more structured staircase while blowing away their enemies with shotgun blasts. Platforms are situated all around Tallon IV, with most of them fitting appropriately as an area’s rational architecture while others levitate over the ground with much less of a solid constructional bearing. Even when a certain section is littered with these types of platforms for convenient ascension, they never overstay their welcome and ruin the consistent overlay of the area. Overall, I’m glad that Tallon IV offers plenty of structures for Samus to jump onto because it’s a humbling reminder of the Metroid franchise's roots as a platformer. That shan’t be forgotten when translating Metroid’s gameplay despite the FPS frontier, and both elements complement each other superbly. The unlikely marriage of both here makes for something nuanced, efficiently streamlined, and as smooth as Samus’s legs right before she docks herself in her bulky space suit for the lengthy duration of a mission.

The FPS format does not forsake Samus’s gravity-defying jumping ability, but what about other aspects pertaining to Metroid’s identity? One of the core elements of Metroid often credited to its effectiveness is the franchise's atmosphere, the feeling of total isolation in a hostile habitat weighing down on the player to the point of palpable dread. As blazing fast as the pacing of many FPS games tends to be, the genre is not alien to titles with a more methodical direction that fosters something similar to Metroid’s oppressive ambiance. Half-Life and System Shock, the noteworthy FPS exceptions, probably owe their cold, pensive auras to the classic Metroids, and Metroid Prime dips back into this sphere of influence by borrowing the FPS mechanics of those games. It’s a wonder why the FPS genre isn’t characterized by deep immersion more often because the unique perspective it offers is incredibly intimate. Since its inception, gaming has made great strides in increasing its immersive elements, with several outlets such as character customizability and naming the protagonist as a few examples. Samus is already an established character with a canon name and backstory, so Metroid Prime cannot reduce her to a retrograde, faceless avatar to enhance the player’s immersion in this regard. The FPS vantage point rather allows us to better understand Samus’s surroundings by seeing them directly through the consciousness of the space-age bounty hunter.

As one would figure, Samus is a human being whose lungs cannot subsist off the oxygen-deprived extraterrestrial ecosystems she excavates, so her trusty space helmet provides both the protection and sustenance she needs. Thanks to the first-person view, we now see the game through Samus’s visor along with its various components. In each corner of the computerized interior details notable features such as Samus’s total health and number of energy tanks, the alternate visors in the bottom left corner, the various beams in the bottom right corner, the number of missiles at her disposal, a radar that signals if there are enemies in the vicinity, a danger meter, and a rudimentary outline of the location. Using Samus’s visor as an onscreen menu is a clever transitional aspect to the FPS genre that seems all too natural. In addition to the detail in the interior visor, the developers went the extra mile to showcase how external factors affect Samus’s visor as well. After the Frigate Orpheon in the introduction is demolished and crashes on the nearby planet of Tallon IV like a crude meteorite, Samus decides to follow suit, albeit with a more dignified entrance using her ship. She parks her vessel on a wetland area colloquially known as the “overworld” that shares the planet’s namesake. The constant rainfall endemic to this watery quagmire naturally cascades onto Samus, as not even the acuteness of the strafe move is swift enough to dodge the rain. The area’s ceaseless precipitation plinks and plops onto Samus’s visor like a car windshield and immerses the player in the scope of the environment. In Magmoor Caverns, burning steam jets out of the molten crust of the area, achieving the same effect as the Overworld’s rain even if its orange texture is reminiscent of Cheeto dust. Gunk spewed out from certain enemies will splatter on the visor, and the biting frost of Phendrana Drifts will obscure Samus’s vision like she’s been ensnared in a block of solid ice. The most impressive visual detail relating to the visor is that whenever the player shoots a burst of energy from Samus’s blaster at a wall, the reflecting light of the shot shows a flash of Samus’s baby-blue eyes from inside of the visor. The developers do their best to envelope the player as Samus and achieve this sensation with meticulous attention to detail.

Traditionally, the intended atmosphere conveyed in a Metroid game is exuded through the areas, either on their individual merits or as a collective. The feeling of discomforting dread is achieved through the game’s progression in that as the player digs deeper into the crevices of uncharted territory, curiosity will proverbially start to kill the cat that is Samus. Or, at least it will gradually dawn on her that her surroundings have become overwhelmingly perilous the further she strays away from her parked ship. In Super Metroid, scrolling down the two-dimensional map of Zebes from the zenith point of the ship almost simulates a literal descent into a harrowing rabbit hole with tinier swathes of respite as Samus continues to burrow. Progress in Metroid Prime couldn’t have been emulated the same way, as tunneling downward consistently in a 3D space would’ve oversimplified the area’s designs. Yet, Metroid Prime attempts to recreate something similar to Super Metroid’s sense of progression all the same, almost to an uncanny extent. Several parallels can be made between Crateria and the Tallon IV Overworld, as they’re both rainy groves marked as “safe zones'' due to their naturalistic environment and calming rate of enemy activity. The main difference is that the Overworld here is expanded to the scale of a fully-fledged area such as Brinstar or Maridia as opposed to the foyer with several branching staircases that was Crateria. Comparisons to Super Metroid’s levels are even clearer when Samus can access the flooded remains of the Frigate Orpheon, located conveniently along the path of the Overworld like the Wrecked Ship was in Crateria. I’m convinced that Magmoor Caverns exists to fill the lava pool level requisite in lieu of Norfair’s absence. Metroid Prime unintentionally flirts with 3D reboot territory by repeating a number of classic level tropes and broadening them to an admirable degree, but it might, unfortunately, indicate that Metroid might be a one-trick pony in how its areas are structured. However, the developers proved this to not be the case by integrating new areas with the traditional ones to still progress the game in a familiar manner.

Chozo Ruins is a sensible next step to the base of the Overworld because the increase in hostility is minuscule. Similarly to the Overworld, the Chozo Ruins are relatively sparse in enemy presence, but I wouldn’t describe the area as tranquil like the Overworld. The aura of stillness in the Chozo Ruins stems from the arid dearth of life in the sandy remnants of the once proud Chozo people. Overgrown, brambly vegetation covers the sublime architecture as scavengers roam the dunes looking for what little nourishment there still is. Chozo Ruins is the graveyard of a formally prosperous civilization and while the eeriness of the site might instill a sense of consternation, the dangers involved are appropriately tepid. Magmoor Caverns and Phendrana Drifts, the two following areas, showcase a particular relationship with each other relating to their elemental themes. As I expressed before, Magmoor Caverns is Tallon IV’s Norfair, only more linear and with a more literal sense of claustrophobia with its cramped corridors. The nearest elevator from the Chozo Ruins exit will take Samus to Phendrana, and the snow-covered winter wonderland seems like a stark contrast to the hellish cesspit of Magmoor where one misstep in the gushing flow of lava could fry Samus in seconds. At first glance, Phendrana seems as blissful as the Overworld, but the 3D space allows an area to district more distinct tropes into an area than seen in Super Metroid. The escalating sense of danger in Metroid Prime seems to be intertwined with the presence of the Space Pirates. Eventually, scrounging around Phendrana will lead Samus to the frigid laboratory where Metroids are housed for experimentation. The awe-inspiring atmosphere from outside drops like a rock as Samus plunges into a chilling facility swarming with Space Pirates. One could argue that the dread of this particular sector of Phendrana might stem from the pitch-black darkness of the second half, but I’d have to disagree using the last area of the game as evidence.

The Phazon Mines are the last area of Tallon IV that Samus encounters, and it’s the point of the game where the consistent difficulty curve rockets off to the moon. The challenge imbalance might be why this area feels so unnerving and if this is so, it’s because the Mines are the base of the Space Pirate’s operation and Samus has found herself in the heart of the hive. Every breed of Space Pirate is here to bushwhack Samus at every waking step, and the infamous trek from the crane site to the Power Bomb room is the epitome of an endurance test. Besides the rich Phazon material radiating in this area’s crust, the Mines are nothing but a barren crater. It’s unsettling how there is no organic life here, only the prevalent corruption of the Space Pirates. The Phazon Mines serve as the pinnacle of Samus’s journey to despair with the same creepy subtitles seen in Super Metroid.

Perhaps the most challenging task in orchestrating the intended progression is rendering the Metroidvania elements in this 3D environment. It’s hard to believe that there aren’t more translations of the traditional 2D Metroidvania tropes in more 3D games because Retro Studios makes the process look effortless. As layered and multifaceted as a Metroidvania’s design might seem, the specific crux of Metroid that cultivates the distinctive progression is simple: Samus gradually regains her misplaced powers. The introduction sequence teases the player with a select few of these powers before stripping them away when Samus is blown back by an explosion. Because the game gives the player a sample taste of Samus’s full capacity, retrieving the upgrades also serves as a great incentive to play through the game. Starting out on the field of Tallon IV, Samus’s arsenal is limited to her standard blaster and piddly single jump, so she is heavily restricted to a very finite range of ground. As par for the Metroidvania course, the few paths Samus can explore are illustrated clearly by the game, so the player shouldn’t find themselves hopelessly lost and confused. They can even use the 3D polygonal map of each area as a helpful reference. One complaint I often see regarding Metroid Prime’s treatment of the Metroidvania progression is that the game makes the objective too obvious by pinpointing it on the map. During the exploration process, a signal will beam onto Samus’s visor with a brief description of the objective and marking the area of interest with a question mark. While doing this might hold the player’s hand to some extent, I’ll excuse it because it ultimately doesn’t force the player to drop their freedom to explore and follow that particular path.

Once the player traverses through the mapped trajectory the game lays out for them, several returning items are translated to Metroid Prime for Samus’s further use in the new 3D environment. Missiles are now designated to their own button on the Gamecube’s controller and still serve as the best complimentary weapon to Samus’s blaster. The implementation of the other familiar power-ups seen in Metroid Prime are quite surprising in that the developers managed to implement them considering that they could’ve compromised on the FPS foundation. Samus’s inhuman flexibility returns with the Morph Ball and when Samus scrunches down to her supernatural fetal position, it’s the only instance where the player sees the game in third-person. Given that a first-person view of Samus rolling around would’ve made everyone bilious, the shift in perspective is reasonable and it manages to work harmoniously in contrast to the normal first-person viewpoint due to the limited array of Morph Ball functions. Morph Ball bombs and Power Bombs are still laid like chicken eggs to blow open cracked crevices, and the Grapple Beam is made possible via the trusty lock-on feature. Sadly, series staples like the Screwattack and the skill-based wall jump had to be scrapped, most likely because their utilization crossed the line of practicality that the others didn’t. Fortunately, the developers realized that Metroid’s 3D space allowed for newfound ingenuity with Samus’s abilities. Regarding the Morph Ball, it seems to be the upgrade most tinkered with for new methods of traversal. Jumping in Morph Ball mode with the spring is no longer an option, but the Morph Ball can boost with built-up inertia, which is mainly used in skill-intensive half-pipe sections to ascend Samus to heights incapable to reach even with the second rocket boot jump. The Spider Ball upgrade magnetizes Samus to a striped rail grid when she’s in the Morph Ball, which carries Samus along its track. Whether using these new upgrades in traversing the map or for retrieving health and missile expansions in obscure crevices, their implementations make for the most circuitous and engaging platform/puzzle sequences.

In previous Metroid titles, every subsequent beam upgrade Samus finds is intended to make the previous one obsolete. In Metroid Prime, the developers decided to incorporate every beam upgrade into a comprehensive arsenal of elements that Samus can alternate with the C-stick. Samus’s neutral Power Beam she begins her adventure with is not perceived as a puny little pea-shooter; rather, its quick release of energy bullet rounds is essential in dealing with groups of smaller enemies throughout the duration of the game. The energized Wave Beam stuns enemies and provides power to deprived energy circuits with a single blast. The fan-favorite Ice Beam returns as the optimal Metroid vanquisher, and the Plasma Beam disintegrates anything Samus shoots. Each beam, except for the Ice Beam, also has its distinctive Super Missile combination. The traditional one is used alongside the Power Beam while the Wavebuster operates as a destructive taser, and the Flamethrower power with the Plasma beam is pretty self-explanatory. The variety of the beams is also integrated into the Metroidvania progression with doors coinciding with a specific beam to shoot and enter. It adds a nifty layer of inhibiting progress, but I wish the door would revert to the standard blue color after being shot with the correlating beam once so I wouldn’t have to shuffle the beams constantly. Samus’s visors are also a vital aspect of Samus’s inventory as she acquires the heat-vision Thermal Visor that spots enemies in the dark and spotting terminals as well as the X-Ray Visor that unveils invisible platforms. The only upgrade that still stacks are the Power suits, as scrolling through multiple of these would be unnecessary. The question pertaining to Samus’s eclecticism here is if it’s an artistic direction from the developers or if 3D now allows for Samus’s tools to coexist. Either way, if the Metroid series insists on shuffling, it’s much less of a hassle here than in Super Metroid.

One alternate visor I glossed over has a particular use outside of traversal and or combat, and that’s the Scan Visor. On the left side of the D-Pad, a widescreen lens will come into view, and the scannable objects are represented by an orange indicator. Using this visor will list a bevy of information about whatever is scanned, which can include practically everything under Tallon IV’s sun. Samus can trace information about enemy properties, items, surfaces, etc. and compile encyclopedias worth of knowledge. The beauty of the Scan Visor is that besides the occasional elevator activation, using it to gather and store information is optional. This includes the nuggets of Chozo lore etched onto the walls of Tallon IV written in some sort of Sumerian-esque hieroglyphics that the Scan Visor automatically interprets upon scanning. The reason why learning about the world of Tallon IV and its history through the player’s wilful volition is that it allows the world-building through exploration to take center stage as it did in Super Metroid. 3D gaming allowed for more cinematic potential, but bloviating on the world’s context in Metroid Prime would’ve nauseatingly swelled the experience.

If one must know the central story of Metroid Prime that the game doesn’t overtly expound on, the Space Pirates have been adulterating the natural ecosystem of Tallon IV with their presence after the events of the first Metroid game. Yes, it appears that not only is Metroid Prime canon to the 2D games, but the series has also caught the timeline bug from The Legend of Zelda, so it’s even more relieving that the player isn’t forced to get caught up in the delirium with pointless exposition. They’ve been farming for a radioactive element called Phazon and using it to conduct madcap mutations on the wildlife of Tallon IV like a gang of Josef Mengeles, namely on the Metroids they fear. The Space Pirates' final goal is to unlock the eponymous Metroid Prime, the source of the toxic Phazon whose impact annihilated the Chozo people. However, it is locked behind twelve artifact keys located throughout Tallon IV, and Samus must retrieve them to destroy Metroid Prime before the Space Pirates get their grubby, maniacal mitts on it.

I’ll use this opportunity to segway into most people's biggest point of contention with Metroid Prime: constantly backtracking through the five areas of Tallon IV. Naturally, a genre that incentivizes exploration and unlocking paths that were once sealed up will involve a heavy roulette of revisitation, and it’s one of the many appeals of the Metroidvania genre. I don’t inherently find backtracking to be tedious but in the case of Metroid Prime’s final fetch quest, it exposes the design flaws of the game’s world. By this point in the game, Samus has acquired every upgrade possible, so she is free to traverse through any nook and cranny in Tallon IV. Ideally, having the ability to access anywhere on the map without complications should allow the player to breeze through sections with shortcuts, but this is seldom the case. It makes the player realize that Tallon IV is designed competently, but not conveniently. Artifacts are equally distributed in every area, including the far-off Phendrana Drifts. From a design standpoint, it makes sense to position this wintery cliff at the apex of the map. Still, the only connecting area on two stretches of the area is Magmoor Caverns, which seems to be the great median of Tallon IV due to having elevators to the three of four branching areas. The revelation that the hot, overlong hallway is a disappointing area started to dawn on me as well, as I intentionally walked through the lava out of impatience upon successive visitations. Also, revisiting Chozo Ruins is made infuriating by the constant goddamn ghost ambushes, so I recommend trekking through Chozo first to save yourself the migraine of their shrill shrieking. Overall, there are still silver linings to this last quest. The player can still sweep up any last expansions along the way. Compared to the appalling fetch quest from Wind Waker released the same year on the Gamecube which had zero redeeming qualities, the one presented here in Metroid Prime seems fine and dandy.

Besides the collecting of expansions throughout the game, the player should be well prepared to fight the title’s namesake at the core of the Impact Crater because the previous bosses have set a significant precedent. Bosses in Metroid Prime remind me less of the ones from Super Metroid and more from The Legend of Zelda because of the way they are dispatched like puzzles as opposed to inflicting rampant firepower on them. Samus’s eclectic arsenal somewhat mirrors Link’s inventory of items in that the intended method of destroying the titanic foes coincides with a specific upgrade that the player will have to solve and dig through their options to defeat the boss. Similarly to Zelda, the solution mostly relates to the recently obtained upgrades. Flaahgra, the direct source of the toxicity of the ruins, needs a combination of the Charge Shot and Morph Ball to defeat while multiple visors are needed for the rock monster Thardus and the burly Omega Pirate. After Ridley stalls Samus by flaunting his new metallic coat of armor, Samus finds herself at the Impact Crater, which strangely resembles the insides of a mouth from a creature so surreal that it’s indescribable. At the core of the crater lies Metroid Prime, and the two-phased boss fight will have Samus shuffling through her weapons and visors like a Las Vegas blackjack dealer. Unlike the Mother Brain fight in Super Metroid, there is no cinematics to bail out the player, as only a proficient understanding of the FPS mechanics and Samus’s arsenal will lead the player to victory. Once Samus conquers the beast’s vulnerable core, another point of innovation commences. Three possible endings will show, and they will depend on the player’s percentage rate of completion. Unfortunately, multiple endings do not work in a series with an overarching plot and protagonist. At least the game got the homage to the timed escape sequence out of the way at the beginning and decided not to use it again at the end, for it would become a tired cliche.

The initial anxieties revolving around Metroid’s launch into the third dimension were unfairly aggrandized to the point of cataclysmic hyperbole, even if some of Nintendo’s ambitions did sound outlandish. The funny thing is that the aspects of innovation planned for Metroid Prime were rightfully outlandish, yet Retro Studios managed to meet Nintendo’s standards and crafted something incredible. For the other 3D debuts in Nintendo’s library, certain restrictions were placed due to a lack of experience developing games in the realm of 3D to make the transitions feasible. Metroid Prime made no compromises and still delivered something beyond any 3D debut’s expectations. One would think there would understandably be cracks to fill for a first 3D outing, but the foundation of Metroid Prime is as solid as a steel skyscraper. Perhaps it’s a testament to the quality of the Gamecube compared to the N64. Still, the fact that Retro Studios crafted something of this caliber only using Super Metroid as a reference AND formulating it into an FPS game is bewildering. All the while, Retro Studios showcased an immense amount of respect for the series which translated into making the game feel as Metroidy as the previous titles. Retro Studios should be uttered in the breath as Orson Welles and Francis Ford Coppola, as they are examples of the rare, Haley's Comet occurrences of making a masterpiece on their first go-around.

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Attribution: https://erockreviews.blogspot.com